Saturday, December 14, 2019
Friday, December 13, 2019
World Generation Project: Exploring generated islands on foot
Continuing work on a World Generation Project in Unity!
I've got it to the point now where I'm fairly happy with the basis of my world generation.
It's generating X number of islands on startup, grabbing from a randomised selection of Biome profiles I've made, so some might be Jungles, others full of Medieval Buildings, some with Cottages, another with Autumn Trees.
I've also got some basic wildlife happening, although they don't have much in the way of AI currently.
World Generation - Exploring a variety of generated islands on foot!
I've got it to the point now where I'm fairly happy with the basis of my world generation.
It's generating X number of islands on startup, grabbing from a randomised selection of Biome profiles I've made, so some might be Jungles, others full of Medieval Buildings, some with Cottages, another with Autumn Trees.
I've also got some basic wildlife happening, although they don't have much in the way of AI currently.
World Generation - Exploring a variety of generated islands on foot!
Thursday, October 31, 2019
World Generation Project - Generating Islands at Runtime
I'm working on a World Generation Project in Unity!
I began working through a bunch of tutorials and information about creating terrains in Unity with code, instead of by hand.
I then got that code running as co-routines (somewhat) so that it could generate them at runtime, before your eyes, rather than only in the editor, or all in one frame (freezing up the realtime aspect while it did so).
Here's a video of my island generation working in realtime for the first time.
"World Generation in Unity - Generating Islands at Runtime"
I began working through a bunch of tutorials and information about creating terrains in Unity with code, instead of by hand.
I then got that code running as co-routines (somewhat) so that it could generate them at runtime, before your eyes, rather than only in the editor, or all in one frame (freezing up the realtime aspect while it did so).
Here's a video of my island generation working in realtime for the first time.
"World Generation in Unity - Generating Islands at Runtime"
Tuesday, February 26, 2019
Real Time Strategy - Experiments & Prototypes
After my unsuccessful funding application for Broken Signal, I wanted to try a fresh set of challenges and learning.
I wanted to learn to make better looking Unity scenes, using their Terrain system, but without having to painstakingly craft everything by hand.
I spent quite some time learning as much as I could about the Unity terrain system, grass and details, splat textures, etc. (This is an ongoing process!)
For this terrain, I was just getting started experimenting with things like:
I then worked on having characters be able to move around and respond to player-commands and such.
I'm trying to get a broader and deeper understanding of more programming concepts, and this little RTS project taught me some new things.
This video just shows the basics of being able to select units, and tell them to move or attack.
Enemy units then attack back in response, targeting the person who attacked them.
I've since experimented further with IK systems for the units to look at their target, and have their feet align to the normals of the terrain.
And I've also made it so the enemies have perception, and if they sense you approaching, they'll target your units and attack on their own.
I want to experiment with this further, along with my terrain generation project, to experiment with more of a living medieval fantasy environment, where units can go about their daily business, and respond dynamically to changes in the environment, such as buildings being built or destroyed, and altering their behaviours based on their needs and the changes in the world.
I wanted to learn to make better looking Unity scenes, using their Terrain system, but without having to painstakingly craft everything by hand.
I spent quite some time learning as much as I could about the Unity terrain system, grass and details, splat textures, etc. (This is an ongoing process!)
For this terrain, I was just getting started experimenting with things like:
- Loading in heightmap data from a "height data texture".
- Applying splat maps (textures), grasses and trees based on height and slope information.
I then worked on having characters be able to move around and respond to player-commands and such.
I'm trying to get a broader and deeper understanding of more programming concepts, and this little RTS project taught me some new things.
Enemy units then attack back in response, targeting the person who attacked them.
I've since experimented further with IK systems for the units to look at their target, and have their feet align to the normals of the terrain.
And I've also made it so the enemies have perception, and if they sense you approaching, they'll target your units and attack on their own.
I want to experiment with this further, along with my terrain generation project, to experiment with more of a living medieval fantasy environment, where units can go about their daily business, and respond dynamically to changes in the environment, such as buildings being built or destroyed, and altering their behaviours based on their needs and the changes in the world.
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