Hi there! Thank you for your interest in our game. In our first article we would like to show and describe its key elements in much more detail. We hope you will find it interesting.
Map
The map is random, procedurally generated, based on seed also generated randomly or is given by the player. The islands are grouped into local clusters. The number of islands in the cluster and their positions are generated randomly. The distance between clusters is much bigger. The turn time will be 2-3 or 4-5 game days. more info
Triangulation
The next main feature of our game is the ability to draw a map and use it for navigation. The map system uses triangulation method to determine the position of the spots the user wants to mark. In our mapping system, there are 3 spot types: Island, Tag and Position. Each has different meaning and handling. more info
Sextant, World Map and Sundial
One of the biggest advantage of our game engine is the dual map system. For local navigation between islands the player can use the Triangulation with a compass. For global cartography and for navigation between island clusters the player must use a Sextant and eventually a Sundial when he is on land. more info
Sailing
The sailing of any floatable module is enabled by attaching both a sail module and a directioning module to it. The sailing uses real physics systems to make the floatable module act relistically in wind. more info
The Fire
The Fire also has great importance in our game. The player must learn how to use it effectively, because in some situations his life can depend on it: whether he can ignite his last fire or not. more info
Building
The building system is based on real ingredients need. Every built and not completely built module can be demolished and the player get back percentual amount of items. The buildings have ability to give player shelter against weather elements. Buildings can be demolished by very strong wind and/or by a high tidal waves or by a tsunami. more info
Inventory
The inventory system is based on three crafted objects: Backpack, Sidebag and Toolbelt. They are used in different situations and they have their own limitations. To use their functionality they must be equipped. more info
Seasons and GeoLocation
Probably the most interesting aspect of our game is the realistic Season and GeoLocation system. The actual season is calculated using the players actual geolocation and the day_of_the_year. The season is affecting every aspect in the game: weather, fauna, flora. more info
RealFeel Temperature
The temperature that the player feels and that will modify the effects on player is depending on many factors:
- Sun intensity how high is the Sun, how cloudy is the sky
- Sunlit/shadowed player
- Wind intensity
- player is on some open windy place or in his building
- Rain intensity
- player is on open place, or under tree fronds, or in his building
Player Stats
Our PlayerStats system brings some RPG elements to the game. There is also an interesting Level Drop system, which together with experience point distribution gives more custom elements to the gameplay. more info
