Curious Dynamics's avatar

Curious Dynamics

@curiousdynamics.bsky.social

155 followers 185 following 188 posts

Solo dev making Folk Emerging, a prehistoric 4X strategy game with deeply simulated characters & ecosystems๐Ÿ•๐Ÿ‘จโ€๐Ÿ‘ฉโ€๐Ÿ‘งโ€๐Ÿ‘ฆ๐ŸŒ‹ Demo coming soon! Wishlist on Steam: store.steampowered.com/app/2275300?utm_campaign=bsky_bio


Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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oh, interesting!

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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Share the progressive development of your game in four pictures ๐Ÿ‘‡ Here's Folk Emerging

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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My mid-year resolution is to not let the save system in Folk Emerging fall behind feature development again, as it's a pain in the prehistoric behind to update ๐Ÿ˜…

#gamedev ๐ŸŽฎ

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Terra Randoma's avatar Terra Randoma @terrarandoma.bsky.social
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Weโ€™re thrilled to be the official #TurnBasedThursday host once again ๐ŸŽ‰

Calling #GameDev and #IndieDev, share your awesome #turnbased game ๐ŸŽฎ below! Don't forget to use the hashtag ๐Ÿ‘†

Calling all gamers, support the participants:
๐Ÿ”ƒ Repost!
โค๏ธ Like!
๐Ÿ’ฌ Comment!
โœ… Wishlist!

10 replies 18 reposts 21 likes


Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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Here's some raw gameplay footage from my prehistoric strategy game ๐Ÿ”ฅ
In the early game it's all about exploration, gathering enough food, and finding your niche ๐Ÿœ๏ธ
#gamedev

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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oh neat! I'd love to hear more about it when you get to that feature. what can you share about what you have in mind?

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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this current #gamedev trend on the ๐–”๐–™๐–๐–Š๐–— ๐–•๐–‘๐–†๐–ˆ๐–Š is actually a great marketing exercise for distilling one's game down to 4 unique selling points of increasing importance

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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I use randomized notes with higher weights placed on certain notes in the scale (in this case, D Dorian #4) I also want to try adapting the scale to the music being played, which could be neat

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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Check out these melodic on-hover sounds I've added to the buttons in my prehistoric strategy game ๐ŸŽต

It's a tiny nice-to-have but feels fun ๐Ÿ˜Š They're exaggerated here to be more audible, in the game it'd be more subtle
#gamedev #gamemusic ๐ŸŽฎ

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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You can consume multiple Food sources in my stone age strategy game ๐Ÿ”ฅ

Each species offers a different amount of Food based on your people's skills, and as you progress you have more diet points to distribute between species ๐ŸŽ๐ŸŒพ๐Ÿ‡

#gamedev #indiegame ๐ŸŽฎ

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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true, although it's definitely my goal to make things as accessible as possible while retaining that's interesting about them, so it'll take some time to get the balance right

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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thanks, does the tooltip feel clear enough in your opinion?

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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Experimenting with modifier batches that get applied one by one, hoping it doesn't overcomplicate things.

Here, Food from Bamboo is first modified by climate type, a river bonus, and foodweb stability; then species population size modifies the final value
#gamedev #indiegame ๐ŸŽฎ

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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It's also interesting to model the biodiversity of different climates by limiting the number of species in each foodweb. For example, tropical climate foodwebs have higher biodiversity and show 12 species, while arid climate foodwebs have lower biodiversity and show 8 species

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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Previously I hadn't explicitly articulated the design constraints of the foodwebs, so it was a useful exercise and makes it easier to reason about balancing and expanding them. Now I have a better idea of how many species of each type are needed to enable a range of playstyles.

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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I've tweaked the foodwebs & tech tree in my prehistoric 4X to ensure each climate can support every stage of evolution of the hominid diet:
๐ŸŽfruits (early game)
๐Ÿ‡small animals (after butchering)
๐Ÿ˜large animals (after coordinated hunting)
๐ŸŒพstaple crops (after agriculture)
#gamedev ๐ŸŽฎ

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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Each nomadic band in Folk Emerging accumulates climate XP based on where they migrate each year.

At certain XP thresholds they unlock bonuses that help them adapt to that particular climate ๐Ÿœ๏ธ๐ŸŒณ๐ŸŒง๏ธ

Every choice matters!
#gamedev #indiegame ๐ŸŽฎ

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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i love my random name generator, it's got some zingers

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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I've added sub-pages to the band details UI in my prehistoric strategy game.

The Ecosystem tab now has separate sub-tabs for:
โ™ป Foodweb (local organism populations)
๐ŸบSpecies XP (diet + domestication)
๐Ÿœ๏ธClimate XP (accumulated based on migration)

#gamedev #indiegame ๐ŸŽฎ

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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thanks! I like the cross-hatch approach, feels like it fits the setting

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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Made the "not visible" cross-hatch texture stick out from under the solid "not explored" dark tiles so there's a neat little transition zone #gamedev ๐ŸŽฎ

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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It's far from perfect and these are all still placeholder textures, but I'm quite happy with this general approach for blending 2D hex tiles. Less hexy, more sexy? ๐Ÿค” 9/9๐Ÿงต

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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Adding more irregular blending between land tiles (in the red zone) got things looking less hexy and more painterly๐ŸŽจ Here's the same landmass with the old blending VS the new 8/

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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There are 64 unique rule variants for land tiles, but I only needed to create 8 sprites, since the SW, SE, and E directions always have an extension (they're always an "underlay"). With some scripting in Unity I can map each sprite to the appropriate rule, making it easy to iterate. 7/

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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However, each land tile can have a different climate, and can border sea on any of its 6 sides, so the extensions outside its own boundaries need to be handled carefully. Here are a couple of failed experiments with randomized colors before I got them to play nice 6/

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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Water tiles are on a separate layer above the land, so they cleanly cut off the land wherever the coastline starts. Here is a water tile for comparison, smaller than land tiles, and the resulting shape of the coastline, with land extending out as far as required 5/

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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So I extended each land tile sprite to cover a much larger surface than before. The blue outline is the tile's actual size, everything outside that is for blending. Due to Unity's Tilemap renderer Top-Left sorting, the green area goes under other tiles, the rest goes over 4/

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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I wanted coasts to be rounder & smoother, and I also wanted coastlines to be controlled by sea rule tiles, rather than have them be an extra sprite on top. However, this would require land textures to extend out of their own tiles to wherever the coastline starts. 3/

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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My issue with the blending in the previous thread was that the tiles were still very hexy. I wanted to enable more irregular shapes and blending, especially around coastlines. 2/

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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Continuing my previous thread on hex tile blending ๐ŸŽจ

Here's a simplified flat map as an example of the final result, and I'll cover how I got there ๐Ÿงต1/
#gamedev ๐ŸŽฎ

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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for now this color mountain also seems to work well enough with more polar climates like taiga & tundra โ›„ next up I'll need to check out Unity's Rule Override Tile class that enables creating variants of the same rule tile, so I can add snow-capped mountain variants ๐Ÿ”๏ธ

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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decreased saturation on the mountains so they're less of a focus

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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added mountain rule tiles so they flow together when adjacent โ›ฐ๏ธ๐Ÿ”๏ธโ›ฐ๏ธ
๐ŸŽฎ #gamedev #indiegame

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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this latest wave of crapto spam bots on twitter is hilarious. I just love their weird names and hashtags, feels like Vogon poetry:

$blorgify #SnorkleBard $jankblip, flairdrop, #ShartificialGloop

who or what comes up with this stuff?

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Trese Brothers Games's avatar Trese Brothers Games @tresebrothers.bsky.social
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Safehouse base building is here and Cyber Knights is on sale to celebrate! ๐ŸŽฎ

store.steampowered.com/app/1021210/...

Safehouse rooms give you new ways to exploit your underworld network, give your squad an edge on heists, and shape your roster to your playstyle.

Major milestone, please repost! ๐Ÿ”

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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Are we doing this here? The indie game I'm making and three of the inspirations behind it :)

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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Here's a closer look at the coastlines (now controlled by sea rule tiles) and the more painterly blending between land tiles. Next up I'll re-work elevation tiles so they overlap correctly and so adjacent mountains don't have gaps between them

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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Switched to rule tiles & added some nicer blending to make the Folk Emerging maps a little less hexyโฌข

Here's a map that simulates the climates of upper Africa:
๐Ÿ–๏ธmediterranean in the north
๐Ÿœ๏ธdesert & steppe in the middle
๐ŸŒณrainforest & savannah in the south

#gamedev ๐ŸŽฎ

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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Ah, very happy to hear that :) Hopefully I can sustain and improve on that vibe

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Reposted by Curious Dynamics

Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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Yeah it was tough to switch, but 2D gives me better results for less time & money. It's easier to achieve the desired aesthetic (90s history textbook illustrations), it's easier to de-bug (no custom mesh+shaders), is more performant (no lighting/shadows), & gives more direct control to the artist

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Curious Dynamics's avatar Curious Dynamics @curiousdynamics.bsky.social
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Glad you like it! The game ends around the time that Civ starts, so right before agriculture & sedentism become widespread, although part of the game is about seeing how those came about in the first place

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