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Random generator for a world with a form of history, using multi-threading

Home Page: https://github.com/bramkelder/Orbis

License: Apache License 2.0

C# 99.45% HLSL 0.55%

orbis's Introduction

Orbis

Random generator for a world with a form of history, using multi-threading Screenshot of Orbis rendered world

Requirements

Resource Link
Monogame Development Build Click here
DirectX Runtime June 2010 (D3Dcompiler_43.dll) Click here

Credits

Music

Severe Tire Damage Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

Rocket Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

Crossing the Chasm Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

orbis's People

Contributors

aukem avatar jannickzeegers avatar tstoevelaar avatar

Watchers

Wouter Brookhuis avatar  avatar Suzanne van der Veen avatar  avatar

Forkers

wouterbrookhuis

orbis's Issues

UI Design

Proper layout and textures for the UI need to be created and designed.

Decide on meanings of several values.

A number of values need a defined meaning/scale so they can be properly tweaked and implemented.

  • Decide the period of time represented by one tick
  • Decide the size of one cell
  • Decide the value of one wealth
  • Decide the amount of food represented by one food
  • Decide the number of people represented by one population

River generation

Rivers are not generated at all currently.

  • Rivers are generated during world generation
  • Rivers have proper visuals

Create class diagram(s)

A class diagram for the whole project and/or its independent parts needs to be generated and completed.

Rework AI personalities

New logic is required for deciding AI personalities based on surroundings.
Perhaps add XML file with several presets.

Distribution of civs

Currently, civ distribution is entirely random.

  • Add influence of height, heat, moisture, etc. to civ settlement likelihoods.

Rework resource distribution

Resource distribution is currently entirely random.
It should be based on height, moisture and other relevant values.

Log Events

Use the logger to actualy log events.

  • Log events

Add options

Add global options for things like audio volume etc.

Fix wars

Wars are very basic and don't properly work most of the time.

  • Add proper logic for deciding to declare war
  • Tweak battle result logic
  • Make wars last for multiple battles
  • Add cooldown for declaring war so they don't instantly declare war again

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