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Model
This section describes entities that used in the game. It will give you better understanding of the subject area and game mechanics.
Game state is a set of variables describing everything that happens. Every render frame, every sound, everything based on game state. It is changed through services, which invoked through GUI itself.
Tick is the lowest time duration in game. Game state is updated each tick. 1 tick = 1 second / 60 so each realtime second equals to 60 ticks.
Tile map is a set of tiles including its communication. Tile map generated using World generator once the game created and used in Game state.
Tile is the smallest game entity. Describes a piece of land. Stores info about land, roads and buildings.
Has 3 layers: ground, underground and overground. It needs to be able to store bridges and tunnels.
Game state from the natural aspect.
Land is a state of a tile describing its surface natural material. It can be soil, sand, snow, rock and water. More info about surface here.
Biome is a set of tiles with the same surface.
Surface is a material of a tile itself. There are 5 types of surface, corresponding to 3 different biomes.
| Surface | Biome | Description |
|---|---|---|
| Soil | Taiga | Green color land (due to grass on soil) with trees |
| Sand | Desert | Yellow color land (due to sand) with tumbleweeds |
| Snow | Snowy | White color land (due to snow) with trees |
| Rock | - | Gray color surface (due to rock). Cannot build on them, only tunnels allowed |
| Water | - | Blue color surface (due to water). Cannot build on them, except water ports. Used to create water routes |
Natural creations placed on tiles.
Plant growing in Taiga biome.
Plant growing in Snowy biome.
Human settlement. Cities are generated randomly using World generator.
City wealth is described with its population. Each city has its own facilities.
Population is amount of people live in city. The one of game units. How population affects city's facilities here.