The Great Tribes

Attentive readers may have noticed that in the last post, in the picture with the plans, one item was crossed out - Map loader optimization. I managed to achieve really cool results! After clicking the "New Game" button on the small map, it takes less than 2.5 seconds to launch! Huge maps are now launched on my workstation in 17-19 seconds!

 
Testing the animation of bears.


By pressing the button, the script animations are played in the order - walk Star -> walk -> walk Stop - idle_0 walk Star -> walk -> walk Stop idle_1, etc.

With this simple tool, you can quickly see how all animations work, together or separately.
 
I am happy as a child when such beautiful views are obtained on the map! Look at how massive the river is!
screenshot_2024-12-07T19_15_38.0091921.png
 
I guess, due to Civ7, I have to ask if these are fully navigable ;). (looks like though)
Probably depends on the scaling of the child. There might be planned to be two- or-three-tile-wide rivers/
 

Development Diary #49: The Story of One Bug​


During testing of The Great Tribes, testers occasionally encountered a very strange issue: units appearing on water. However, it was nearly impossible to reproduce this bug directly.

Screen 1.jpg

Jesus


The bug was so rare that we even had an internal meme — "This isn't a bug, it's the birth of a new religion in the game."

The problem remained a complete mystery. For six months, I couldn’t catch the bug — I simply couldn't reproduce it no matter what I tried.
Later, I introduced units with an extended line of sight — 25 tiles instead of the standard three — to make testing easier. With such a wide view, it became much easier to observe everything happening in the world, including AI behavior.

I went through all the code and double-checked every algorithm related to unit movement across the map. I found no issues — and still, I couldn't reproduce the bug.

Then, while preparing screenshots and gifs for the game's Steam page, I decided to increase the units’ line of sight even further — up to 50 tiles.
And that's when the bug started to pop up much more frequently.

Screen 2.jpg


During the search for beautiful locations for media content, I had to regenerate maps repeatedly.
And only during this series of quick map generations, without restarting the game through the IDE but simply going back to the main menu and generating again, I finally caught the bug in action.

At that point, a pattern became clear:
Usually, I would launch the project from the IDE, generate a map, test a few things, exit the game completely, and restart.
But when regenerating maps without leaving to the desktop, the bug appeared consistently.

All server-side world interactions passed through a global singleton: ServerContainer.
When a new server was launched for a new map, the old ServerContainer remained, keeping old links to units and map data — leading to this broken behavior.

Luckily, I already had a cleanup() method inside ServerContainer, which was supposed to clear all critical data after exiting a game session. Some resources (like cached templates and configurations) were intentionally preserved to speed up new world generation.

And then it hit me — the cause was obvious:
I simply forgot to call cleanup() when exiting the server session.

Screen 3.jpg


Lesson learned: Don't make mistakes like that!
Wishing you all smooth code and great mood!
 
HURRAY-HURRAY-HURRAY🔥
s 2025-05-22 230422.png

The day has come.
Less talk, more action. You know which button to click, right?


Early Access is coming this year!
 
HURRAY-HURRAY-HURRAY🔥
View attachment 732544
The day has come.
Less talk, more action. You know which button to click, right?


Early Access is coming this year!
THE TRIBE HAS SPOKEN! :P
 
Oooh I see you've put up a nice dev diary too. I recommend you update your original post in this thread with the steam link and latest pics & info too. As your post above will get lots in the thread pretty quickly. :)

 
also wanted to warn you about the french translation on steam, you are translating using the word "race", which has a different connotation than in english.
In french, it is a marginal word to use about humans, it is politically connoted and rejected by the scientific community
I'd suggest to not use it in french, its not clear to me what your races in game are exactly, but you can probably replace it by "Ethnie (ethnies plural, feminine word)"
 
Oooh I see you've put up a nice dev diary too. I recommend you update your original post in this thread with the steam link and latest pics & info too. As your post above will get lots in the thread pretty quickly. :)

Are you talking about the first post?
 
also wanted to warn you about the french translation on steam, you are translating using the word "race", which has a different connotation than in english.
In french, it is a marginal word to use about humans, it is politically connoted and rejected by the scientific community
I'd suggest to not use it in french, its not clear to me what your races in game are exactly, but you can probably replace it by "Ethnie (ethnies plural, feminine word)"
Translated by a native speaker. I will clarify this point. Thanks for the advice.
 
I am a bit confused. It is an all of history simulator, from the tribe to space. Okay. But, it also has characters that age?

Timing wise, how will the early game even fit such an aspect? The way of Civ is to show those core early techhes developing over centuries by simply making the first few turns go over decades to a century at once.

will the character system only unlucky last the ancient age or will the characters are by turn no matter if said turn is supposed to be decades long, making it so a king may see the first fire, first wheel, first bronze age weapons and the rise of agriculture all within his lifetime?
 
Back
Top Bottom