![]() I'm prepared to accept that the world may need to be created on a regular grid. None of these elements needs to be rendered in great detail, but it is important that there be enough variety to allow the player to recognize a place that has been seen before. It should have buildings to trigger menu-driven events, but the buildings can be as simple as cubes with tasteful textures. ![]() It should have deserts and swamps to cause the player to move more slowly, and roads to cause the player to move more quickly. The game should also have impassible forests which are like cliffs but rendered as a solid wall of trees. There's no need actually carve a cave into the cliff mesh it can simply be a symbolic entrance that takes the player to another scene. It should have vertical cliffs to block the player's movement, along with cave entrances in some of the cliffs. My only real requirements for the world are the things that would be expected of the usual RPG. What needs to be procedurally generated are the meshes that are rendered to represent the world to the player, because the resources are not available to generate a whole world of meshes by hand. To be clear, the world is not going to be procedurally generated that will be hand-crafted along the the encounters and story of the game. On the contrary, I want meshes that are simple and procedurally generated so I can design the world in broad terms without having to model every detail of the terrain by hand. I don't even want to try to fool the players into thinking I lovingly hand-crafted meshes for each area. ![]() I want the world to be 3D, but I'm not aiming at anything like Skyrim with its realistic-looking world. I'm trying to create a simple RPG in the classic Final Fantasy style where the player wanders around a world having menu-based encounters.
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