13-Jul-2024, 19:14
(This post was last modified: 13-Jul-2024, 19:14 by SweptThrone.)
Week of July 7, 2024
Town Generation and Random Grass
This week, I made an incredibly early version of town generation.
I also added a super basic developer console with a few command to help me debug and a function to convert Arabic numerals to Roman numerals. I also changed how grass and paths are textured. As you can see in the image, all of the bare grass tiles look different from each other. You might also be able to notice that path is now drawn on top of grass tiles instead of having the grass as a part of its texture. The pink question mark tiles on the top right of the image are the considered bounds for a town. I'm not sure how big I want towns to be yet, but I think I'm happy with the size I have now. Towns are generated using Perlin noise with "strong" parts of the noise corresponding to towns. I also hope the parameters I've chosen will strike a good balance between town size and distance.
As I was exploring this primitive version of the world, I noticed the edges of distant panels had an error texture. I was about to dive in to fixing path edges for the third or fourth time before realizing that in standard gameplay, the player would never be able to see those edges anyway.
Town Generation and Random Grass
This week, I made an incredibly early version of town generation.
I also added a super basic developer console with a few command to help me debug and a function to convert Arabic numerals to Roman numerals. I also changed how grass and paths are textured. As you can see in the image, all of the bare grass tiles look different from each other. You might also be able to notice that path is now drawn on top of grass tiles instead of having the grass as a part of its texture. The pink question mark tiles on the top right of the image are the considered bounds for a town. I'm not sure how big I want towns to be yet, but I think I'm happy with the size I have now. Towns are generated using Perlin noise with "strong" parts of the noise corresponding to towns. I also hope the parameters I've chosen will strike a good balance between town size and distance.
As I was exploring this primitive version of the world, I noticed the edges of distant panels had an error texture. I was about to dive in to fixing path edges for the third or fourth time before realizing that in standard gameplay, the player would never be able to see those edges anyway.
~SweptThrone •.-