Updating Again

I haven’t made any updates for a long while now, so I’m going to try to catch up and make some semi-regular posts for now on, tracking my progress with the game.  I’ve done so much since I last updated I can’t remember what I’ve done, so I’ll start with what I remember.  Don’t forget you can use the RSS button on the frontpage to subscribe, then you will get notifications of my sparse updates.

Terrain, again.  I want to finalise the world map before I start placing towns, so I have been working on that.  I upgrated the terrain system with automatic texture splatting, which saves me a vast amount of texturing work because now its all done on the fly.  I also added in vertical texture mapping for the cliffs and steep surfaces, so there’s no more texture stretching and it looks awesome:

screenshot_902

Those are just the technical improvements, they were suprisingly quick and easy to do.  If only I thought of it sooner.  Most of my time is going into actually designing the map itself.

Designing large open maps is a lot harder than I thought.  I’m shifting all these huge landmasses around and trying to decide where to have what, how it will feel to explore, the gameplay implications of every placement, which will be the safe zones, the wild zones, where the civilisations will be and how travel will be affected between things, trade routes, floodlands.

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