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 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 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
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
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