Skip to main content

Demon Rite: Creating A world at my Fingertips

Hey everyone,

A small update on how development is going so far. Mostly it has been pen to paper and scribbling down lots of different ideas, focusing on getting some good design principles down first. I find experimenting a little can help fuel my ideas and I will hop backwards and forwards between unity and my pad.

One of the first features I want to implement in this game is a procedural world for players to explore.  Thus making each world completely unique for your little demons to invade. There are many ways to tackle this, but I like to follow the principle of K.I.S.S... Keep it simple STUPID!

Please note, everything art wise is all concept art.

So I set to work creating a simple tile based grid system.
- Each Tile is 4 x 4 units wide so it was just a matter of creating the world using a "God" tile
- Each God Tile is a sum of all the different tile types I am going to have in the world
- So far I have PLAINS, WOODLAND (well white cubeland atm), MOUNTAIN (Big grey block of doom)
- The God Tile then randomizes the tile type on creation which produced a result I am quite happy with.

THE GOD TILE -  turns on the correct type at runtime and disables the others

The code for creating the actual world was fairly simple, it was just a matter of creating a grid, and then adding the offset of the tile size to the grid. I use C# in unity and for the coders out there it was simply this:

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void BuildNewWorld()
{

        for (int x = 0; x < worldSize; x++)
        {
            for (int y = 0; y < worldSize; y++)
            {
                //MULTIPLY BY TILE SIZE
                GameObject prox = (GameObject)Instantiate(worldTilePrefab, new Vector3(x * 4,0,y * 4), Quaternion.identity);
                prox.transform.SetParent(spawnParent.transform);

            }
        }
    }
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

I am sure there are much more complex ways to create a much more intricate world, but I am happy with the results so far...


I have also built the barebones of the spellcasting system where players will be able to manipulate the tile type, for example destroying a mountain, or creating a fissure where your demons of hell will begin their struggle against the mortal realms!

There seems to be far too many mountains in this instance, so I am going to implement a mountain cap which will limit the amount of mountains that can spawn in one world. This leaves options for players to be able to customize their world experience. (Some people might like having mountains everywhere)

Well I hope this sneak peak has been interesting for you. I can't wait to start working on the demon's and getting them interacting with the world... (Because it is ultimately with their help that you will be able to corrupt the land)

SunRock


Comments

Popular posts from this blog

Convict Torpedo

I've been at it again, this time Dive Jam! Having never even touched water before, it seemed like a great way to expand my knowledge as a game dev. The theme that we were all given was One Breath, so I invented a dystopian world that has been flooded by mans own hand. Crime grew in their confined environment, thus a compromise had to be made. A solution that would both entertain the general public, as well as deal with the over flowing prisons... Enter Convict Torpedo, the convict execution game. Behind The Scenes Underwater Effect For me the first problem to tackle was how to make things look and feel underwater. A lot of it is the sounds, but also, the use of Fog. Luckily for me Unity has the tool perfect for the job. It was funny how the biggest thing I was worried about, turned out to be the quickest and easiest problem to solve! As seen below, the fog made a massive difference to the game! Before Fog After Fog Environment Blender has ...

Humble Hello

Well Hello Everyone, I have been creating so much recently that I thought it was about time I continued my internet journey with a blog. On here you will find development updates on my most recent creations, as well as a behind the scenes look at what it takes to actually create a game. Naturally I will try to answer any questions and queries to the best of my ability, should you have any. So without further ado... On with the content!