![]() Making it possible to give each ball a different mass.Making it possible to insert the ball anywhere.Placement of the sector is controlled by:.Shape of the sector is controlled during the conversion phase at the end.Size of the sector is controlled by changing the size of the ball.Generate structures, hazards, pickups, etc.Generate overlays (forests, mountains, etc) based on sliders settings.Generate climes (arctic, arcadian, etc) based on slider settings, clime layout, economics etc.Generate large sectors by combining smaller oceans, deserts, lakes, taking flow into account.Generate sector flavors (empty sectors, valuable sectors, uninhabitable sectors).Generate continents, pangea, lakes, etc.Generate sectors by using the generated positions.Generate positions for players, dwellings, landmarks, etc.Without going into details, it does roughly this: The generator does a lot of things and is influenced by a lot of things. Used by the Campaign, so campaign gameplay is compatible and adheres to the same rules as the regular meta game.Integrated with scripting and quest engines.Modding Friendly, players can customize planet layouts, generation profiles and individual sector designs.Sector Based, with each sector being themed or telling a “story” through its composition and name.Systems driven design tied to Economic and AI mechanics.Produce Great Variety in Worlds, that produce great gameflow and feel natural.Planet Type Selection, note this sphere isn't showing the actual planet map, as it hasn't been generated yet! įirst some starting goals for our Planet Generator:
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