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Evolution of Ages 2: Development Diary

Welcome to the first Development Diary for the next game and Chapter of Evolution of Ages.

Each Development Diary will cover a specific part of the new game and explain the differences between it and the first. The new game is still early in development and this is an ideal time for the community to give feedback and ideas as the development progresses.

So how does the storyline progress? Many of you may not have completed the first game and as such can skip the spoiler!

After leaving Earth, the survivors head out into the stars, travelling for the only known location where the ancient humans may have gone. Mars! After many long months, Mars finally comes into view and to your surprise the planet is a mass of blue water with many islands. Around the planet is a complex grid of satellites, forming some kind of artificial ionosphere. It seems the ancients had found a way to terraform planets and make Mars into a new home. The flight team adjusts course and heads towards the nearest landmass when suddenly a huge explosion impacts into the side of the craft. Orbital defence systems have locked onto your ship and are in the process of launching a second and final missile strike. The Captain takes the only measure he can and accelerates the ship towards the ground. Death by missile strike or death by impacting the planet.... With a prayer he closes his eyes and hopes someone may survive. After an unknown amount of time the first cryogenic pods for the earth survivors runs low on power and brings its occupants to life. Staggering from the wreckage of the spacecraft, a few survivors make their way out onto the new horizon....

Once again you are back to basics: Sticks, stones and trying to obtain food.

Developer Diary 1: The World Generator!

In Settlements the world is a fixed image that allows for the spawning of icons that you can click on and a space for new icons to appear due to scouting missions.

In New Horizons the whole world is randomly generated and displayed in classic hex format. This world is covered in a fog of war type effect and you will need to send out scouts to uncover the land around you.

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In the above picture you can see that the ship has crashed into a swamp. The good news is that you have lots of wood, stone and water nearby, the bad news on this map is that your hauliers will have a hard time moving resources at speed (more on this later!)

Goals

The new system will allow for maximum re-playability, with each game being a new world map. I am currently at a point whereby 80% of all worlds generated are balanced so that you have the resources you need within reach and a map that is enjoyable. As the game progresses I will continue to fine tune this, however the downside of having a random world is that some worlds will always be easier than others!

As we progress through the various development diaries I will explain how Scouting, building, crafting, encounters and missions all work on this world map as well as how you will need to lay out warehousing so that hauliers can move materials quickly between buildings.

A forum post is available for everyone to give feedback and discuss the new game. All of the issues raised by the community in the first game are taken on board and changes have been made to the next game to make sure everyone can enjoy the game to the max.

Tormunda.

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