Blog Archives

Procedural World Generation

OC is played in expansive, detailed, procedurally generated worlds. Summary OC’s worlds are generated procedurally. Significant factors in world creation include: Geologic processes A simple climate model Hydrology Flora Fauna Human activity And more Properties can be controlled during generation to build worlds with specific features. World sizes range in area from

Read more ›

Posted in Simulation

Everything is Made from Something – Materials, Items & More

OC’s model for items is meant to more effectively approximate items in the real world. All complex structures, like usable items, are made up of subcomponents, and these subcomponents are in turn made from materials that have all sorts of properties. Many properties and much of the functionality of the complex

Read more ›

Posted in Simulation

Biomes

In OC, a biome roughly corresponds to a certain type of ecosystem. The concept of a biome is central to the way that OC models the natural aspect of its worlds. Summary In OC, biomes are areas defined by their natural content. Each biome is inhabited by certain ratios of

Read more ›

Posted in Simulation

World Structure: Three Dimensional Space in Outer Colony

The worlds of OC are modeled in 3 dimensional space. An X axis (West -> East), a Y axis (North -> South), and a Z axis (bottom of the world’s crust -> top of its atmosphere). Summary Worlds in OC are rendered from a 90 degree, top-down perspective. OC presents a

Read more ›

Posted in Game Design, Simulation

Blogging About Plants

Plants. Do you ever really think about them when you’re playing a game? Unless you’re playing SimFarm or Harvest Moon, then the answer is probably no. But plants are a bit different in OC, and they constitute an extremely important part of a OC world. In OC, plants are meant to

Read more ›

Posted in NPCs, Simulation