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Core Systems Update: Progress on Crest5 river integration, new Time Management architecture, and the first scenario NAQADA: Birth of the Nile.

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Core Systems Update

Overview

This week's development focus has been squarely on three foundational pillars that will shape early gameplay and long-term systemic depth:

  1. Crest5-driven river & Nile water system groundwork
  2. Game speed implementations
  3. Our first level's name: NAQADA – Birth of the Nile

Below is a deep dive into where we are, why the work matters, and what comes next.


Crest5 River System Integration

Goals

Build a believable Nile-inspired hydrological layer that supports seasonal variance (flood & recession), gameplay mechanics (fertility, transport, risk), and visual immersion while remaining performant alongside dense instanced city content.

Current Progress

  • Initial evaluation of Crest5 (Crest Water v5) features for inland river simulation vs. open body usage
  • Prototype spline / shape authoring path for carving river channels across the terrain height data
  • Early shader/material tuning: sediment coloration gradients, softer specular vs. open sea, foam localization along dynamic banks
  • Performance sampling with simulation parameters at target camera distances
  • Draft interface point between future Flood Cycle system and Crest water level parameters

Technical Approach (First Iteration)

  • Author river geometry using splines -> generate flow-aligned mesh strips or mask textures
  • Apply Crest water surface with tuned underwater scattering color to imply silty Nile water
  • Bank blending: planned deferred pass or terrain material splat alpha expansion to eliminate hard seams
  • Flow direction encoding for future floating debris / barge pathing cues

Challenges & Considerations

  • Maintaining stable simulation cost while camera rotates frequently (isometric multi-angle views)
  • Synchronizing water height offsets with seasonal cycle without popping (lerp with curve smoothing)
  • Edge case: shallow delta branches causing tile walkability ambiguity

Next Steps

  • Implement shoreline blend prototype
  • Add debug overlay for per-segment flow rate
  • Begin integration test with placeholder flood height curve
  • Investigate wetness / fertility propagation map export each season transition

Time Management Architecture

Design Pillars

  • Deterministic progression for simulation reproducibility
  • Event-driven hooks to avoid per-frame polling by subsystems
  • Scalable granularity: fast internal ticks aggregated up to minutes, hours, days, seasons, years

Current Implementation Highlights

  • Core tick accumulator decoupled from frame delta (supports time scaling)
  • Calendar abstraction layer: configurable season count & naming (proto-dynastic thematic flavor)

First Scenario: NAQADA – Birth of the Nile

Vision

This is the first level where you will be understanding game mechanics.

Draft Objectives (Subject to Iteration)

  • Reach population milestone N (placeholder value)
  • Construct first market, prefecture and architecture building
  • Establish contiguous road network linking housing cluster and storage

Progression & Teaching Beats

  1. Basic placement & movement (camera + roads)
  2. Housing adjacency & villager emergence
  3. Food production vs. soil fertility indicator introduction
  4. Time acceleration & preparing for approaching flood (warning event)
  5. Post-flood reclamation and expansion choice

Next Steps

  • Money management, water management and fire mangement.

Here is some demo:


Summary & Outlook

Thank you for reading this week's devblog! More to come on upcoming weeks.