DG alpha
A downloadable game for Windows
Alpha build to test stability across systems.
This is just a 5x5 grid with no initial noise.
XR is a bit fiddly, motion controllers are likely not functional, and you have to put your hands behind your head to get the hand tracking inputs to initalise for some reason. Any input/control scheme suggestions are welcome.
Desktop controls:
F : 'freecam', the camera can move without causing chunks to be redrawn.
TAB : show/hide menu
WASD / middle mouse - move camera
L-Shift: boost camera movement speed
+ / - / mouse wheel: zoom
L-Ctrl / RMB / Q / E: rotate camera
F1-F6: render mode shortcuts
R: reset scene
[ / ]: decrease/increase simulation steps per frame
ESC: save and exit
XR controls:
Left pinky pinch: show/hide menu
Middle finger pinch (either hand): select highlighted menu option
Left index pinch: move towards left hand direction
Right index pinch: use tool in world, equivalent to LMB
0.2.3 - updated erosion algorithm constants to be more sane
0.2.4 - fixed type selection dropdown not blocking mouse input, fixed tool audio, reduced middle button drag movement speed based on height, removed unimplemented faction option for units. Known issues: large amounts of fast flowing water can get into a sort of clump, hoping to fix in next release. Thanks to Sonjun for inital testing and bug reports!
0.2.6 - significant improvement to water velocity calculation, much more stability and less viscosity (perhaps too little).
Added some initial terrain noise for something vaguely interesting to look at/play around with.
Some other fixes to audio and camera stuff, last release messed up camera far plane calculation which is now fixed, as well as camera drag easing inversion.
New velocity calculation has likely upset the sediment flow calculation slightly, hopefully a fairly easy fix
0.2.7 - framerate improvement at higher sim steps, increased to 9x9 grid
0.2.8 - added realtime reflections (not visible until the render mode has been changed, working on a fix).
Skipped loading saved player pos as this was causing terrain to bug out while loading an existing map.
Failing to load with the larger 9x9 map on my laptop with intel integrated graphics.
Will add a menu to select map size in the next release, so it can at least run on potatoes
0.2.9 - no menu yet but reduced reflection probe cost with timeslicing and lower res. Added some normal mapping, animated based on liquid velocity (WIP)
0.2.10 - still no menu, don't know why but the thought of doing one fills me with dread. Removed units button as they are still buggy when using the floating origin.
Increased grid size to 15*15 chunks and enabled spherical plane shader. Some erosion and water rendering tweaks, water erodes more but gains a lot more friction when full of sediment, making it appear more jelly like, but should see better/more interesting river/delta formation now. I've left 0.2.9 up for comparison, some systems may find 15x15 chunks too much for their VRAM budget.
Updated | 15 days ago |
Status | Prototype |
Platforms | Windows |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | CreativeItch |
Genre | Simulation |
Made with | Unity |
Tags | alpha, liquid-simulation, Oculus Quest, Sandbox, terraforming, wind-simulation |
Average session | About an hour |
Languages | English |
Inputs | Keyboard, Mouse, OSVR (Open-Source Virtual Reality) |
Install instructions
Should just unzip and run, may need temp folder permissions to save.
Appears to run OK under Proton Experimental, aspect ratio is messed up on Steam Deck so unplayable for now.
Min requirements:
VRAM: 2GB for 0.2.9, 3GB for 0.2.10.
RAM: 16GB
Vulkan support only for now, can do DX or Metal builds on request
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