A climate focused hex map strategy game
with a stylized low poly aesthetic
Created by a team of six, Parts Per Million is an alternative game focused on demonstrating the effects of climate change. Players fight food shortages, explosive population growth, and natural disasters in an attempt to sustain their island.
The weather system I built for Parts Per Million delivers swift and harsh punishment to a player who is taking the wrong path through the game. A scaling category system allows us to inflict a variable range of difficulties to the player. Weather events include natural disasters such as dust storms, polluted rain, and hurricanes.
The grid is the core component for Parts Per Million. With configureable biomes, cell types, blend parameters, and more; the grid creates an entirely new island with different gameplay for each play-through. The height map is generated off of layered octaves of perlin noise multiplied by a radial gradient to achieve a coherent island shape. From there, biomes are randomly planted throughout and grow until they cover the island completely.
Each individual cell type is derived from a base class HexCell. A HexCell contains many overridable methods which allow for interchangeable behaviors for different cell types. With this method, we were able to easily add many new cells with varying behaviors such as tree placement in a forest cell, or building placement in a city cell.
Invited to EAE Day, an end of the semester game showcase for the EAE program.