Devblog #2: New world in Floatlands game

in #blog7 years ago


World changes and improvements

DOMEN KONESKI

I was very skeptical about changing the current world of Floatlands game into a new one. Up until now it included floating islands, debris and details such as clouds. There was a lot of unused space (air) which was not defined gameplay-wise in any way. It was only a medium for traveling from one island to another, therefore making it a really boring routine to do.

scorched_hot_lowpoly_floatlands.png

We could fix and improve that by doing various things:

  • allowing players to build in the air with more air-play,
  • creating more debris/objects where players could land in the mid air,
  • designing ‘spacecrafts’ with whom you could travel trough the world (good idea, but it is not appopriate lore-wise since we really want to improve on smaller aircrafts such as our little Buzzard),
  • creating a ground level terrain which covers entire playable area (which should be large) with terrain.

The decision was obvious, we went with the latter choice. I started working on the so called Main Land island which will include all biomes we introduced already and floating islands. It will also have water (sea & rivers), Humans of Floatlands, our beautiful animals, basically everything we already worked on.

I’ve already done a lot towards creating this new ground level of Floatlands. There’s a whole-new procedural terrain generation, color blending between biomes and height differences, whole-new grass renderer using some advanced techniques and our current day/night cycle system.


The technical part of the New World

First of all, we generate the height map trough different sets of Perlin noises. We also have a biome map, which represents which biome is at specific position. The best part about this biome map is amount of mathematic principals and algorithms I’ve used to create a procedural biome map so it would look as natural as possible. Have a look:


Biome map texture

Blue represents sea/lakes/rivers, green represents our ‘normal’ biome (take a look at the bottom right, you can clearly see some micro islands will form), yellow-ish is desert and white are mountains with our snow biome. I easly implemented rivers using custom made Growing Trees algorithm. Here is the first test I ever did (it looks like ice cream – don’t mind the colors):


First procedural generation test with color blending


Meanwhile Mito and Andrej remodeled some of our trees, created new concepts for our metal/niter/stone veins (we’ve been using old models and they were really outdated speaking of general design).


3D models/render of the new concepts


After adding rivers system, new generator rules, grass and other natural objects, the world started to look familiar and appealing. We produced a short video showcasing the current state of the new world (note that floating islands are still missing in the video):


More about Floatlands:

Sort:  

Hi! I am a robot. I just upvoted you! I found similar content that readers might be interested in:
https://www.gamedev.net/blogs/entry/2264193-devblog-31/

Congratulations @floatlands! You received a personal award!

Happy Birthday! - You are on the Steem blockchain for 2 years!

You can view your badges on your Steem Board and compare to others on the Steem Ranking

Vote for @Steemitboard as a witness to get one more award and increased upvotes!

Coin Marketplace

STEEM 0.19
TRX 0.15
JST 0.029
BTC 63101.67
ETH 2588.03
USDT 1.00
SBD 2.74