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I am currently looking to team up with a versed Unity 3D programmer, someone with a passion for and experience with game prototyping, with procedural generation and RPG development would be amazing!

Shoot me a message if you're interested.

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Ruinenland - Week 29 Devlog

Feature

Made some progress with mocking up the in-game environment.

All the props and foliage are currently hand-placed, but as an artist I'm more after getting an idea and representation of the project as a whole, rather than trying to have it all working at first.

Procedural spawning systems are complex, I'm trying to have some fun in the meantime.

Here is some video footage I took from the current version of the game map, just for testing the feeling.

When Zooming out, you can see the entire "Area" - as I call it now.

This is where the game will take place, where you build your village, explore ruins and locations and dungeons, fight enemies and whatnot...

I am currently considering to actually make the world hexagonal and thus making the maps not square but hexagonal in shape.

AreaMap Overview

This would allow me to use a hexagonal world map like this one.

I'm not fully sure about this idea yet, but it would certainly be cool to add some strategical elements to the world map, that would be tile-based, maybe even enemy armies or your own could move in a turn-based fashion on these large worldmaps.

WorldMapTopView

WorldMapPerspective

I'm not fully happy with the textures and the overall look just yet, but considering these are very early stages of pre-production, this is something I can live with and I'm sure I'll find ways to iron this out in the coming or future iterations.

That's it for this week, I hope you enjoyed the update.

Marching Cubes implementation for

Marching Cubes implementation for

News

I've implemented a Marching Cubes algorithm for the terrain.

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