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Viking City BuilderEventsRegions system - Devlog #20
Community

Regions system - Devlog #20

Viking City Builder · published 24 Feb 2023, 16:00 UTC

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Hello fellow Vikings!

Welcome to our latest devlog. Today, we'd like to introduce you to one of the exciting mechanical aspects of designing Viking City Builder - the Regions system. In this devlog, you'll learn what this feature is and how it can be used in our game.

Alright, let's get down to business. This feature allows us to scan objects within the area to check if that part of the map is considered a region, like counting trees to define if there are enough of them to create a “forest” zone. Of course, we can have many regions of the same type, like, forests near the sea, forests up the hill, etc. Those regions of the same type can fuse into a larger one.

The basic planned regions consist of forests, settlements, and the sea. Each region affects some aspects of the game like currently playing ambient sounds and functionality of some buildings that require a specific region to work.

Let’s look further into the most basic example of the forest region. This region is defined by the number of trees, which can increase and decrease depending on the player's actions. This area provides wood logs for logging huts, animals for a hunting lodge, fruits and tinder for a foragers' shack, and herbs for the herb dryer.

For the difference, the sea is a region pre-defined by the map geography (distance from the shore) and can't be changed by the player.

The settlement area range is mostly dependent on the player since its range grows with the number of buildings within the area.

We hope you found this devlog informative and enjoyed the visual materials we've prepared for you. We'd love to hear your thoughts, so don't hesitate to leave a comment below. Also, be sure to join our Discord community to stay up to date on the latest news and connect with other Viking City Builder enthusiasts.

Thanks again for your support, and we'll see you in the next devlog!

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