Sunday, April 17, 2011

In Profundis: Today's progress (4/17)

Modified terrain generation to make much more interesting terrain, from a game standpoint.  (More flat ledges, fewer tall walls.)  Real gameplay isn't implemented yet, but when it is this will pay off.

Created a new type of pseudo-fluid, "sediment."  Sediment is mostly non-reactive and it doesn't flow.  Instead, it forms smooth ramps and uneven floors.  Real liquids tend to pool in depressions in these floors.  Further modified terrain generation to lay some sediment, creating nicely sloping floors.  More will be done with this soon to create more playable terrain.

2 comments:

  1. You should meet this guy:
    http://scutanddestroy.wordpress.com/
    He seems to be a talent artist, who also wants to make a game about mining. Similar ideas of creating a procedural world. I have no idea of your worlds would mesh, but you seem to have the technology and he has the art.

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  2. Yep, that's me. Your project looks really good! Give me a shout, I'd love to talk to someone working on this sort of game.

    http://scutanddestroy.files.wordpress.com/2011/04/pixel-email-addy.png

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