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World Rising


Adriano0ad
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42 minutes ago, Adriano0ad said:

Not yet. There's still a lot I want to do and adjust before releasing it for testing.

Don't underestimate the power of testing :D Releasing is always when you find the worst bugs :D

Also I can help you with tooling like checkrefs to find broken / missing art files.

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11 minutes ago, Stan` said:

Não subestime o poder dos testes. :D É sempre na hora de lançar a versão que você encontra os piores bugs.:D

Além disso, posso te ajudar com ferramentas como o checkrefs para encontrar arquivos de arte corrompidos ou ausentes.

Haha, yes, it's true. The problem is that I haven't even finished the first civilization yet, lol. And I changed so many things in the game that the PETRA BOT is broken, so whoever plays won't find a real challenge.

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15 hours ago, Adriano0ad said:

Hi my friend, everything alright?

Yes. How about you?

15 hours ago, Adriano0ad said:

I made the clouds with Trigger.

Are the clouds built into 0 A.D., or did you model them yourself? Either way, can I borrow your script?

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20 minutes ago, Perzival12 said:

Sim. E você?

As nuvens já estavam presentes no jogo 0 AD ou você as modelou? De qualquer forma, posso usar seu script?

Yes my friend, I made the clouds using a cloud pattern and texture; this image is just a test. I'll send you the script, no problem.

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This map of mine is quite large, with 768 tiles. I'm currently working on improving the game's performance before moving forward with the project. I've adjusted many things that have greatly improved performance, but there's still a long way to go, haha.

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Hello everyone... I'm here to share these images of the new weapons and units available so far, starting with the first era: chipped stone, polished stone, and finally copper. We can see all the evolutions of the weapons and units.

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  • 2 weeks later...

Hello! Today I’m bringing some more updates about the development of my project World Rising.

Over the past few weeks I have been studying animations extensively, and I finally managed to understand much better how they work within the engine. At first I tried to use some of the animals that already exist in the game, but I wasn’t able to adapt them successfully. Because of that, I decided to take a different approach: creating my own animals from scratch, including their skeletons and animations.

Those who have been following the project already know that I am currently working on the Japanese flora before moving forward with the civilizations. Now it’s time to start developing the fauna as well.

My goal is to create between 10 and 20 animals that represent different regions of the map. Among them, I also plan to include a legendary megafauna creature, inspired by animals that lived between 15,000 and 10,000 years ago. This creature would act as a kind of natural boss, providing a large amount of food when defeated by players.

In addition, I have been working hard on improving the game's performance, reworking meshes, textures, and other assets to ensure players have the best possible experience during gameplay.

For now, here is an image showing some of the animals I have created so far. They do not have animations yet, but they are already part of the process of building the game's ecosystem.

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  • 1 month later...

 

Guys, I’m here to bring more updates about my mod World Rising! I’ve been working on this project for about a year now, and during all this time I’ve been heavily focused on improving the game’s performance, optimizing objects and making everything lighter and more efficient. With every new thing I learn, I go back and rework parts of the project to further improve the overall gameplay experience.

My goal for this year is to fully complete the Jomon, Yayoi, and Kofun cultures, including their fauna and flora. I also plan to create at least 3 random maps inspired by Japan, and the first one is already about 90% finished.

I’ve created many new trees, grasses, plants, bushes, rocks, resources, and several other environmental elements, making the world feel much more alive, immersive, and visually appealing.

The Jomon culture is now basically complete, featuring all of its units, structures, and technologies. The only thing I’m still finishing is the building damage system, where structures visually break apart and get destroyed progressively while under attack.

I’ll bring more updates soon. For now, enjoy these images from the game’s first era!

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On 21/11/2025 at 10:29 PM, Adriano0ad said:

Unfortunately, in the game it's not possible to create specific resources for each civilization.

What about specific resources for specific eras? To avoid working metal in the stone age. I guess in practise one could do it by setting ridiculously low gathering rates for more advanced resources until certain techs are researched? (And some civilisations could not have these techs, solving the issue you mention). Or can they be made progressively appear? (Some game was like that, can't remember which, maybe RoN).

I guess your resources are faith, water, clay, food, bone, leather, wood, stone, copper, iron and gold. It seems like a lot to keep track of. Also, fibre, as I argued somewhere else, would be a very important one that gets always ignored (I guess it doesn’t sound that cool :P), and leather could be included in it (even if hides are not usually considered natural fibres textile-wise, they are made of collagen fibres), as both have similar purposes.

Edited by Thalatta
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6 minutes ago, Thalatta said:

What about specific resources for specific eras? To avoid working metal in the stone age. I guess in practise one could do it by setting ridiculously low gathering rates for more advanced resources until certain techs are researched? (And some civilisations could not have these techs, solving the issue you mention). Or can they be made progressively appear? (Some game was like that, can't remember which, maybe RoN).

I guess your resources are faith, water, clay, food, bone, leather, wood, stone, copper, iron and gold. It seems like a lot to keep track of. Also, fibre, as I argued somewhere else, would be a very important one that gets always ignored (I guess it doesn’t sound that cool :P), and leather could be included in it (even if hides are not usually considered natural fibres textile-wise, they are made of collagen fibres), as both have similar purposes.

Hi, everything alright? Actually, I still need to add some resources like copper and iron, which will replace metal. I'm also thinking about adding silver or marble, but I'm not sure yet. Regarding resource gathering, in the first era, villagers can't collect copper, gold, or metal. As you progress through the game and advance through the ERAS, your villagers also change, being able to collect new resources and unlock new buildings. As for resources appearing during the game, I don't know if it's possible to create them, and I also believe that having specific resources for each culture isn't possible.

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46 minutes ago, Adriano0ad said:

I still need to add some resources like copper and iron, which will replace metal. I'm also thinking about adding silver or marble, but I'm not sure yet.

It seems you’ll end with an almost unmanageable variety of resources. An alternative path is to indeed consider all this, but differently, a bit inspired on Rise of Nations: I would group each specific resource into main resources, for example all clay, stone and marble would be just stone, then iron, copper, silver and gold would be just metal, but, although they wouldn’t have a different counter, they do exist differently, and the fact that you are collecting different ones could give you some extra bonus, or allow you to do some things, or the Market system could take some of this stuff into account. Still, fibre is more important than most of those resources since it’s what you use to make rope, which ties up everything, for example, and becomes even more important later on when you have proper clothing.

 

46 minutes ago, Adriano0ad said:

I also believe that having specific resources for each culture isn't possible.

What I mean is, wouldn't just having a tech solve this? The easiest way I can think of is to have an extremely low defauult gathering rate, which this tech would modify. And not all civs would have it.

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4 minutes ago, Grautvornix said:

Could we also introduce a tech that enables collection of a certain resource? "Mining technology" "Iron Ore processing technology" (possibly with a dedicated building?).

Dedicated buildings could indeed be a solution, if for example a Smelter is made the only dropsite for metals. And it's trivial to control who can build the Smelter, and when.

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7 hours ago, Thalatta said:

Parece que você vai acabar com uma variedade quase incontrolável de recursos. Uma alternativa seria considerar tudo isso de uma forma diferente, inspirada em Rise of Nations: eu agruparia cada recurso específico em recursos principais. Por exemplo, argila, pedra e mármore seriam considerados apenas pedra, e ferro, cobre, prata e ouro seriam considerados apenas metal. Embora não tivessem um contador diferente, eles existiriam de forma distinta, e o fato de você coletar diferentes tipos poderia lhe dar algum bônus extra, permitir que você fizesse certas coisas, ou o sistema de mercado poderia levar isso em conta. Ainda assim, a fibra é mais importante do que a maioria desses recursos, já que é usada para fazer corda, que serve para amarrar tudo, por exemplo, e se torna ainda mais importante mais tarde, quando você tiver roupas adequadas.

 

O que eu quero dizer é: será que uma tecnologia não resolveria isso? A maneira mais fácil que consigo imaginar seria ter uma taxa de coleta padrão extremamente baixa, que essa tecnologia modificaria. E nem todas as civilizações a teriam.

Actually, no!! I'm creating this mod to make it more realistic and to make you worry about resources for longer instead of focusing only on battles!! That's not the goal of my mod. I want players to evolve their civilization and enjoy creating their cities in a fun and more realistic way. Not all resources are collected in nature. For example, level 2 houses passively generate leather. Hide tanneries passively generate leather, hunting huts passively generate bone, and so on... the next resource I will add will be bronze, which will be passively crafted in forges.

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4 hours ago, Grautvornix said:

Será que também poderíamos introduzir uma tecnologia que permita a coleta de um determinado recurso? "Tecnologia de mineração" "Tecnologia de processamento de minério de ferro" (possivelmente com um edifício dedicado?).

Yes, this already happens; there are buildings that generate resources passively.

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