Decorating the World
How do we decorate such a big, procedurally generated world without making it looks like just one hexagon copy and pasted over and over again?
You build a robust system of procedurally generated decoration.
In this case, the various assets (trees, bushes, stones, etc) are gathered up and chosen as part of the collection for a specific biome (e.g. the pine trees will all be part of the pine forest).
Then these decorative assets are assembled into little 'decoration slices' as I like to call them.
From there, a hexagon has six sides so we just choose six options from the list of available presets.
Make sure to leave a little space in the middle for important structures, and of course room for the player, and there you have it!
Beautiful and varied, eye-catching scenery.
Get What, Once, was Here?
What, Once, was Here?
Explore and uncover the history of a lost civilisation while managing your supplies
Status | In development |
Author | DimlightGames |
Genre | Adventure |
Tags | 3D, Exploration, Indie, Isometric, Low-poly, Mystery, Roguelite, Singleplayer, Unity |
Languages | English |
More posts
- Update 0.9.49 days ago
- Biome Generation - Voronoi Noise57 days ago
- Update 0.9.3 - Events, Compass, and Skybox71 days ago
- Slow week78 days ago
- Dark Fantasy Studios - Music85 days ago
- Synty Studios - 3D assets92 days ago
- Future Biomes99 days ago
- World Generation - The Beginning, and NowOct 04, 2024
- Rewrite - sneak peakSep 27, 2024
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