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This includes a more technical identification of needs, what would I have to implement in code? Each element (code, art, etc) has its own path – and they all merge together at different stages. An open-world social simulation of a whole human civilization on Mars. Which art and music will be needed?
I don’t have to ask someone else for their artwork, or their code. I continued to learn and experiment with things like larger openworlds. This is when I first started really digging into world building. Definitely. Would it be better with a great team? Definitely! But being a solo dev, I can also iterate very quickly.
Here’s my source code —Python 3.4 In other words, it measures the rate at which depth comparison errors occur—which corresponds to issues like Z-fighting—under different scenarios. It isn’t a panacea for all precision woes, especially if you’re building an open-world environment that contains extreme depth ranges.
But without any meaningful code access to upgrade terrain engines or lighting systems, that mostly means spamming set dressing and clutter everywhere. It's not uncommon to walk between towns and fight like 6 different packs of wolves. This game is scared that the player might not have an activity every 15 seconds. Money sink.
Garrison encounter distribution samples, color-coded by category. RIF Installers were already a prefab to begin with, one which (without precedent anywhere else in the game) were actually inserted via a separate hard-coded method, so let’s add it as an encounter instead. Failing that (gets blasted in a fight?
Here we’re primarily talking about the player revisiting earlier floors on their journey, rather than backtracking within a single map (though I’ll cover that topic a bit separately at the end), and our discussion focuses on roguelikes of the dungeon delving variety, since openworld games generally allow backtracking by default.
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