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On the new game, I want to do a third person, open world action RPG, with a over the shoulder camera. Think Soulborne games or third person Elder Scrolls games.

Anyways, this new viewing perspective and player freedom means that the environment is far more visible and important. As such, I like to have more diverse and interesting terrain. At the same time, I need some method to quickly create those said terrain; AND give them the right collision behavior; AND make them navigable by the AI.

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Full post on the blog HERE. Patreon's formatting options are too limited...
 

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BunnyUqou

can't really say much on the area design myself but I wish you the best of luck I hope you we can start to see the new game play soon ^w^

sam

im lost but prob gonna be awesome cause rumble is awesome looking forward to it!!

Saeleyna

If you're willing to accept a "stage by stage" approach, you could do one system for stage 1 and the other for stage 2 and make stage 1 all outside and stage 2 all inside, or separate by transitions or some such. Not sure if that would make integrating any easier but that way you wouldn't have to have the 2 systems in direct conflict with each other at any rate.

Anonymous

<a href="http://www.shamusyoung.com/twentysidedtale/?p=141" rel="nofollow noopener" target="_blank">http://www.shamusyoung.com/twentysidedtale/?p=141</a> Link is from a blogger who programs for fun. He has a couple of series on making terrains. One was more 3D minecraft based, while the other was more 2D. Sounds like exactly what you're going through right now, so thought you might find reading through his notes useful.

enlit3d

Thanks, I skimmed it. The technique he uses is a heightmap. It's a great technique, but it doesn't allow for caves and buildings and such.

That One Guy Who Never Pledges

I'm trying to be patient here, but where's the public version of the story mode update? You said the public version would be released "shortly after", but it's been more than 2 weeks since the patron release and we've still got nothing.