Remove Bug Remove Prototyping Remove Terrain
article thumbnail

Object Placement on Terrain (Mesh)

Mnenad

This chapter is all about how I solved it (so far) to be able to place all kinds of assets like 3D-meshes or self-growing fractal seeds on the terrain. What Sebastian Lague did to work-around it when generating new terrain chunks on runtime is to use multithreading. Before we start. Freezing is simply annoying and kills the flow.

Terrain 52
article thumbnail

new Quake map: Breakfast Under The Balloons

Radiator Blog

I liked the idea of climbing / descending a big weird tree, and building it in Quake would be a big challenge, so that's what I prototyped first. This early prototype felt weird to play, because the player could just run around the big open landscape and lead monsters on a big chase.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Godot Showcase - Lumencraft developer talks about his experience

Mircosoft Game Dev

Lumencraft is a top-down shooter with base-building elements where you're a lonely little digger sent into bug infested underground caves. We knew that we needed custom modifications for destructible terrain, dynamic lightning, and support for thousands of swarm monsters. One example is the debris particles interacting with 2D terrain.

article thumbnail

Coherent Creature Design

Mnenad

As I promised in this chapter I will dig deeper into the designing process around the creatures that will be walking on the procedural terrain. We rather think of an ideal or prototype bird like this one over here from a kid's science book. To not be bound to it I picked the third creature (the bug like one) randomly from the folder.

Terrain 52
article thumbnail

That Lonesome Valley as cowboy coin crusher

Radiator Blog

Back in 2019 I made an unfinished prototype for a Gay Western game jam to contemplate the anniversary of influential gay cowboy film Brokeback Mountain (2005). Like many game prototypes, my initial sheepherding test began as something much grander and more complicated. It's mostly "safe for work" even if the actual game is not.

Pixel 130
article thumbnail

We Dwell in Possibility as queer gardening simulation

Radiator Blog

Naked simulated AI people ("peeps") arrive and flow across the terrain. My first prototype were sim-heavy, based on basic cellular automata , a technique popularized by Conway's Game of Life (1970) where cells (or anything, really) live or die based on crowding, However this felt too fiddly, with small shapes that changed too quickly.