Game
Kingso
12 days ago

Devlog #8: Continent and Biomes


Introduction

Hello everyone!

In the previous article, I talked about the game engine and how Kingso evolved into its current form. Today, we continue that topic - this time focusing on the central arena of all in-game activity: the world map.

Map Structure

Kingso is built on a tile-based map system. When the game ran on a custom engine, everything was managed directly with minimal abstraction. However, after transitioning to Godot and integrating through the TileMapLayer, our approach became more modular and flexible. This opened up new possibilities, but also introduced a set of unique challenges.

There aren’t many games in the industry that combine a classic top-down view with a massive open world and multi-layered tile maps. Even after two years of development, the only remotely similar example we came across was Civilization 1991. Still, Kingso follows its own path - its visual style is far more vibrant and “alive” with a rich atmosphere, detailed environments, and visual effects that create the sense of a breathing, dynamic world.

Optimization and Performance

Building such a world isn't just a matter of design - it’s a serious performance challenge. Imagine hundreds of thousands of tiles, each potentially having multiple layers, unique properties, and interactions. To make this run smoothly, you need to use batch rendering, which allows efficient use of the GPU by drawing everything in groups.

But rendering is only part of the equation. The world is expected to feel alive, which means implementing many systems - character movement, environmental interaction, object behaviors, and more. In order to handle this complexity without performance loss, it becomes essential to apply prediction and filtering algorithms that reduce real-time computation, especially by focusing on areas near the player. These techniques help maintain a sense of scale without sacrificing responsiveness.

World Scale and Structure

As of now, the world map in Kingso includes around 30 nations, over 200 unique regions, and a wide variety of biomes and environmental elements. The map is constructed from multiple layered tilemaps, with each layer representing distinct aspects such as terrain, vegetation, infrastructure, and more.

While the map itself doesn't simulate climate directly, the world is divided into climatic zones - such as dry regions, humid lowlands, swampy areas, or snowy landscapes. These zones influence the type of flora found in each area. Some trees, for instance, grow only in colder regions, while others require high humidity. As players explore the continent, they will notice natural transitions between these zones, reinforcing the feeling of a vast and diverse world.

x5.jpg
x4.jpg
x6.jpg

Part of the narrative

Despite its fantasy foundation, we strive for realism in the details. Each biome affects not only the visual appearance, but also gameplay - influencing enemy types, characters behavior, available resources, survival conditions, and much more. Traveling across the continent becomes more than a change of scenery - it’s a true act of exploration, with meaningful consequences.

Thank you for reading this article!



0 comments

Loading...

Next up

Short intro of us 💕✌️

We're an eletro duo based in Seoul 🇰🇷 Heavily influenced by the 90s.

Our new album #Xennials is all about the nostalgia of that era 💽 CD listenin 📟 beeper beepin 💾 floppy disks floppin days 😎

Stream now! 🎧

https://open.spotify.com/album/3YwWhnHWVy5cA8XOpbaGRA?si=8E9awqU…

Just as Pecaminosa's musicians #improvise this rendition of #LittleSunflower 🌻, so do we improvise with this post you're reading. 😂

What's coming out of your own improvs? 🤔

#Pecaminosa | #IndieDev | #OST | #Jazz

This Satuday we invite to watch another #speedpainting of our artist Daniel Faiad.

How great is this scene of #Pecaminosa?

#ScreenShotSaturday | #IndieDev | #DigitalArt

Did you know that today is #InternationalJazzDay? 🎷😎

No? 😯 Well, we couldn't pass up this date!

And what better to celebrate this day than #Pecaminosa #OST? 🎷

Let us know what you think about it and have a great weekend!

We made a lot of improvements on the Freezing Plains visual. Things like pine trees, tiny bushes, some rocks, and others game props!

#IndieGame | #IndieDev | #GameDev | #PixelArt | #WaifuQuest | #WifeQuest | #screenshotsaturday

Why walk when you can jump?

brung back my old oc plus a new one

...they don`t have names yet tho

Colorful Fox

Happy Late Easter!

Got some fun collectibles in our game, Path of Kami!