Small Living World 2 - Dev Diary #11
2 days agoHello everyone. As time flows, we draw closer to the Demo Release.All core mechanics are now in place. The next step is calibration and fine-tuning. Calibration plays a major role in a simulation.This is where we determine whether a plant consumes too much water, or if a tree grows too slowly. We calculate the balance between mice and available grass tiles, and estimate reproduction rates to prevent overpopulation. All those systems are extremely complex to calculate. I first rely on a large spreadsheet to verify whether, at least in theory, the numbers make sense. But those numbers remain purely theoretical.Reality inside the simulation is far more chaotic. A simple thing, like the time a mouse spends moving between two grass tiles, can completely alter the balance. And once all systems interact together, countless factors begin bending the numbers in unexpected ways. In-game testing then becomes essential. We need to play, test, and retest every system repeatedly. At this stage, log files become incredibly useful. They allow us to travel back in time and inspect every detail like detectives investigating a crime scene. This is how I discovered that, during reproduction, both frogs were simultaneously trying to reach each other’s position. The result was two very confused frogs endlessly swapping destinations. Needless to say, it was not exactly a success. Calibration is never truly perfect, and that is why I continuously listen to player feedback. Creating this kind of game requires long-term dedication, like adopting a pet. Ok, this image was generated with AI. I don't plan to use any AI generated art in the game, but this one was too cute.