cosmicconquest-games
cosmicconquest-games
Cosmic Conquest Games
12 posts
Hello! I'm an architecture student passionate about indie game development. I love creating works that blend mechanics, art, and design. To me, architecture fuses structure and design, while game development balances engineering and art. I aim to explore various creative fields alongside game development. My blog, 'cosmic-conquest', reflects my desire to conquer all creative domains. I'm excited to explore the infinite possibilities in the world of creation. Instagram: @jinyong444 (feed currently empty 馃槅) More social media accounts coming soon!
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cosmicconquest-games 6 months ago
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25.01.22 game dev
The color mixing system is functioning well. I have also introduced an invert resource, which inverts the hue of the current color. For example, using the invert resource on blue will turn it into yellow, and using it on green will turn it into magenta. Additionally, I've implemented building placement like the other city builder games, where buildings can only be placed if the terrain is painted with the corresponding color, based on the building's footprint.
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cosmicconquest-games 6 months ago
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25.01.21 game dev
lego? "Does the rounded cylindrical connector(joint) design of LEGO have any copyright protection?"
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cosmicconquest-games 6 months ago
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25.01.20 game dev
Now, even with about a million blocks, everything runs smoothly at 120fps+ or higher. Additionally, terrain(blocks) editing can be done through block deletion and addition.
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cosmicconquest-games 6 months ago
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25.01.16 game dev
"Until today, I realized that using voxels (3D pixels) for graphics processing is necessary to make resource management easier and more recognizable for the player, with color serving as a resource. A simple implementation method would be to create cubes using Unity鈥檚 built-in features, but as the number of cubes increases, performance drops significantly, causing frame rate issues. Therefore, I implemented an indirect rendering approach to handle large-scale cube rendering (currently up to 500x500 on my computer, maintaining 50-60 frames per second). Additionally, I opted to process HSV-based color mixing on the CPU instead of the GPU, as I encountered limitations in my skills. Nevertheless, the large-scale voxel system for graphics is now in place, and color mixing works correctly."
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cosmicconquest-games 7 months ago
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25.01.13 game dev
The work done so far includes refining the shape of the roads, and zoning is now only possible around the roads. This was done to give more validity to the road painting system.
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cosmicconquest-games 7 months ago
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25.01.20 game dev
Today's work:
I combined the Hermite-curve-based road system I implemented yesterday with the painting and zoning system I had worked on previously. I also improved the painting system, which was originally based on CPU calculations, by moving the computations to the GPU. This eliminated any frame drops that might occur when operating on high-resolution textures. (In conclusion, there is no frame drop at all now.)
My game development is now ready to move into full-fledged main content creation. While I had spent time implementing the basic road and zoning mechanisms, it's now time to invest time in designing innovative healing city-building content using these mechanics.
To briefly explain the mechanics I've developed so far, the main concept revolves around an HSV (HSL)-based color blending logic. The idea is to mix various colors to form the desired color. You build roads, and the field where buildings will be placed (which I call zoning) is created by mixing given colors to produce the one you want. In essence, this is the core concept.
Although it's not yet fully defined, I鈥檓 currently designing the main game content around a scenario where colors are used as **resources**. For example, if there's high demand for purple residents to move into my city, but I only have red and blue color resources, I could mix these two colors to create purple, allowing purple residents to settle in. However, the specifics of how to utilize color as a resource and other details are still uncertain. If you have any interesting ideas, feel free to share them anytime!馃ぉ
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cosmicconquest-games 7 months ago
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25.01.09 game_dev For about a week, I faced some setbacks in my game development, mainly due to figuring out how to implement roads in my city-builder game. There were many trials and errors, but I鈥檝e finally managed to get it working. Since the game is based on coloring(drawing)-system, the roads are also created in a painting-like style. I used the Hermite curve formula for the curves, after considering many options like Bezier curves and Catmull-Rom splines. In the end, I successfully implemented the road painting feature without causing any frame rate drops.
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cosmicconquest-games 7 months ago
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24.12.29
- automatically generates colorful houses in the specific color-painted fields I draw.
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cosmicconquest-games 7 months ago
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24.12.28 dev failure
I wanted to make the painter brush softer. I set it up so that the alpha value increases towards the end of the brush. But as you can see, the result wasn't very good. 馃珷馃珷馃珷
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cosmicconquest-games 7 months ago
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24.12.28 coloring_city_builder gamedev_log
Automatically creating houses in a specific color (currently only red)
Automatically deleting built houses when different colors are painted
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cosmicconquest-games 7 months ago
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24.12.27 - Building houses on specific colors
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cosmicconquest-games 7 months ago
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#game_devlog
23/12/24 city_builder game dev
painting with colors
checking the red-painted area
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