April 29th Build V2.8
[Chrome Users: Webplayer support was recently removed from this browser. Due to this being an outdated build, I will focus on getting the up-to-date build working first.]
[unity src=”924″]
Use the full screen button ^
Terrain Generation
This version introduces new life to the island generation. It improves my architecture for supporting more varied and interesting terrain.
Clusters
There are four types of cluster
- Biome
- Features floating islands of various materials randomly placed in one of three approaches
- Rare
- Hand-crafted islands with a theme or purpose in mind. In later versions, they will be far less common than normal biomes.
- Boss
- Will contain a powerful difficult enemy the player must overcome.
- Denoted by a large red ‘warning’ zone around the cluster.
- [Currently, no bosses are implemented.]
- Landmark
- Generated next to a normal biome cluster at an uncommon frequency.
- Serve as visual anchors and to build visual interest.
- [Currently there are only graybox landmarks.]
Island Generation
There are now three approaches for creating islands within a biome cluster.
- Poisson Disk Sampling
- The standard approach in previous versions.
- Grid
- A grid of islands with varying subdivisions & misalignment.
- Creates simple horizontal battle areas.
- Layered Poisson
- Begins with standard Poisson approach and places duplicate islands above generated ones.
- Increases vertical interest.
Cluster Inheritance
Clusters of islands now inherit attributes from their neighbors on generation.
- Danger Level
- Based on neighbors, influences how many encounters are within the cluster.
- Higher danger level results in darker random materials.
- Island Materials
- Will not inherit materials from neighbors with harsh danger level differences.
UPCOMING DEVELOPMENT
- Terrain Generation Improvements
- Non-Graybox landmarks
- Bridges?
- Return of tilted platform?
- More island generation approaches
- Pathfinding bug fixes
- Loot system revision
- Bosses?
Thank you for reading and playing!