More progress on rivers/lakes…
I’ve studied a bit more on A* optimization, and I finally found what the major problem is… The fact that I’m really putting an extremely large penalty on any “rising” terrain means that the system has to search the whole map to find a valid path…
Playing around with the factors, I massively reduced the generation time, while keeping the rivers good looking…
This took the generation time from 30-40 seconds to 5…
Next step is to flatten the lakes and see what’s the result, so I can move on to the (hardest) task of generating the geometry for this…
Now listening to “Recreation Day” by “Evergrey”
Hello, there!
The game looks really interesting and I enjoy the way you write about it.
I will be following the blog and development of the game. Although I do not understand much of the technical aspects of it, I am interested in reading about them. I got even more interested when I found that we are living in the same city!
I would like to ask, if I may, where did you learn all of this? And may I request a video of some gameplay? 😛
Thank you and good luck!
Thanks for the kind comments!
Well, I’ve learned most of this throughout the years, through tutorials/articles on the Internet and experience really…. I have a strong background in software engineering, which helps acquiring new knowledge quickly.
Regarding videos, I’m waiting for the final art to actually do real gameplay videos… We have some videos of the game in action (mostly fun bugs) on our YouTube channel at https://www.youtube.com/user/spellcasterstudios.