Devlog #1 | Terrain Creation
Hello future Medieval Lords,
Today we're writing this first big update post in order to bring you up to speed as to what we have been working on recently.
As the most effort went into terrain creation, that's what this first development blog is all about. Also, that’s where the biggest changes will be seen.
The 16 unit height and 250x250 unit width map is generated by an unlimited number of randomly placed terrain brushmaps that determine its type, shape, color, and gradient. These generated terrains are randomly connected with slopes, which means that some of the terrains can, at first, be too high and/or inaccessible to players, but players can always accommodate them through the creative building, in order to reach the desired level.
Terrains that can spawn randomly on a map are:
- Dirt
- Grass
- Sand
- Mud
- Iron
- Limestone
- Granite
- Gold
- Silver
- Iron
And more will come later.
Brushmaps are also used to place props like trees, rocks, plants, etc., and the total number of those units can’t be higher than what is predetermined when the map is generated.
In the future, we plan to develop a whole flora system that will make it possible for some of the units to regenerate independently of map generation (eg. trees) when they are used as building resources.
We have lots more interesting stuff in work, and we’ll make another announcement later on. Also, feel free to join our Discord: https://discord.gg/yHKcJat.
Until next time,
GM team.
Going Medieval
Alternate medieval history colony sim
Status | In development |
Author | FoxyVoxel |
Genre | Strategy, Simulation |
Tags | 3D, base-building, City Builder, colony-sim, Crafting, Indie, Medieval, Sandbox |
More posts
- Character Creation Screen | DevlogJun 20, 2019
- Devlog #2 | BackstoryMay 20, 2019
- World Factions | Devlog 13/5/2019May 20, 2019
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