DevLog: ProjectAlpha - Biomes
Aaaaannnnd we are back, after almost a week ... it feels so long. A lot of things happened in this week, some major changes will come as the game is being discussed and some parts of it are being revisited.
News
So, we haven't made a lot of progress (any) regarding the UI of the game, since we are still trying to decide on a style we would like to develop for the game, and we prefer to focus on actual gameplay parts. We have made a lot of progress regarding monster spawning and the difficulty scaling in the game and some progress also on the overall gameplay/story of the game: more on that on future posts.
Biomes
As we've said in the latest devlog we bought a tileset that we are really happy of and we started introducing different biomes into the game; for now biomes are just another way of representing the game world, but later they will actually have some game mechanics correlated to them.
As we've spent some time thinking on the best way to implement a biome system in the game, we will talk about it a bit.
First of all the game creates a logical gameboard, a 2D grid with predefined dimensions, then the game feeds that logical grid to a biome builder, in our case to IBiomeBuilder an interface that hides completely the inner workings of each biome, so every biome is free to do whatever it wants while generating it's tiles. The biome builder is responsibile for generating the ground tiles, the features and the obstacles; all these objects are configured directly in the editor so every change is very easy and can be done on the fly. Each object has a type and a percentual associated to it.
As you can see each tile has a type associated and a chance to get chosen. We can easily swap add or delete tiles in each and every biome.
After the biome creates all the tiles this new object is finally passed to the gameboard renderer that takes care of the rendering of the grid in the game world.
And this is the final result:
Artic
Forest
Dense forest
Desert
We will of course go on and add new and coll biomes.
And this is all, as always if you have any question leave a comment, thanks.
cya next time!
Project Alpha
The first QubitArt RPG Dice based game
Status | Prototype |
Author | QubitArt |
Genre | Role Playing, Adventure, Strategy, Survival |
Tags | 2D, Dice, Exploration, Roguelike, Singleplayer, Tilemap |
Languages | English |
More posts
- DevLog: ProjectAlpha - attack animationsDec 02, 2018
- DevLog: ProjectAlpha - How the enemies move - quick tutorialNov 28, 2018
- DevLog: Project Alpha - Brain! (AI)Nov 25, 2018
- DevLog: Project Alpha - Basic basic mechanics 02Nov 21, 2018
- GameDev: Project Alpha - Tile generation 01Nov 21, 2018
- Devlog: Project AlphaNov 15, 2018
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