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Member Since 04 Jul 2003
Offline Last Active Today, 01:39 AM

Posts I've Made

In Topic: Help me (learn to) develop open environments

29 June 2016 - 08:53 AM

Yeah, the heightmap gives you a place to start. In Blender, you can subdivide a plane a number of times, then use the heightmap image with a Displacement modifier on the plane. After that, you'd snip out the parts you need to.

Note, though, that often times an engine's heightmap-based terrain offers optimizations, such as level of detail, that can be crucial in rendering large terrains, especially on older hardware. Implementing the terrain as a large, subdivided plane with a displace modifier doesn't have that advantage. However, most Terrain components don't really provide a way for cutting out holes for caves.

One trick that you can use (which, IIRC, World of Warcraft does) is to mark certain vertices in the heightmap as being a "hole", and having the terrain component not render those faces. See http://www.gamedev.net/topic/668575-newb-question-on-terrain-rendering/#entry5231587 and in particular check out those first couple of links. This would require a specially constructed Terrain component. Another idea is to use the stencil buffer to cause faces marked as holes to not be rendered. By using a technique like this, you can still take advantage of the level of detail that terrain components usually provide, but also cut out holes for caves. Note that you'll need to build geometry for the cave entrance to hide the hole, since it'll have regular, straight edges.

In Topic: Help me (learn to) develop open environments

28 June 2016 - 11:34 PM

This is where having the proper tools can help immensely. Creating a natural environment purely by hand can be somewhat difficult. You can ease your task immensely by incorporating procedural methods into your pipeline. Procedural methods can provide a way to quickly fill in natural detail, giving you a base to work from, after which you use other editing tools to tweak the environment.

You didn't say what your development environment and/or engine was going to be. Typically, the engine will provide some sort of Terrain component to be used in-game, and that component will typically make use of a heightmap texture, or an image that represents elevation to be applied to the subdivided plane of the world. For example, if you are using Unity, the Unity engine provides a Terrain object that uses a heightmap, and an editor to create a heightmap.

If your terrain editing tool provides access to fractal noise methods, you can use those to create a terrain base. Then you can use brushes for height editing, smoothing, terrain painting, etc... in order to further refine the heightmap. The finished heightmap can be saved as an image file, and imported by the engine for use in the game world.

As far as adding things like forests, paths, rivers and so forth, then again you can be helped immensely by having the right tools. Forests can be added using procedural methods such as fractal scattering. A noise fractal is created that delineates continuous areas, and when combined with a slope or steepness map of the terrain (ie, a layer that indicates how steep the corresponding terrain is, in order to exclude trees from spawning on steep slopes) can be used to determine the probability of a tree spawning in a given location, and populate the map correspondingly.

For rivers and paths, it can be helpful to have access to some sort of spline tool. For an example of this, here are some shots of my own work-in-progress terrain editor:


The spline tool operates by allowing the user to set a series of waypoints, which are connected together using a spline curve. Then a filter is applied to the spline to perform a function such as, in this case, smoothing a road and painting the road with a different terrain. A similar filter is used to create river beds that carve through the terrain.

In Topic: Did you know GDNet turned 17 today?

16 June 2016 - 11:21 PM

For some of us, isometric is still all the rage. Get off my lawn.

In Topic: Isometric hack and slash, from scratch

11 June 2016 - 07:16 PM

What is your previous experience? Those kinds of games aren't as easy as you suggest, and your success will be highly dependent on your skill level.

Given your statement about being a beginner, you've got your work cut out for you. It's likely that some people will advise you to start simpler, with Pong or something. To that I say, "pshaw." Go ahead and work on your isometric h&s.

In this day and age, there isn't much to differentiate between an isometric and other types of games. Even assuming a true orthographic projection, you still will likely use many of the same tools as you would for any number of other styles. Inity, unreal, cryengine, etc are all suitable, as are open source engines such as urho3d.

There are many questions to ask yourself. Orthographic projection (such as original diablo) or perspective third person (diablo 3, path of exile)? Tile based or freeform? Randomly generated levels or static prebuilt? Traditionally animated 2d sprite character or fully rigged 3d character models? (from personal experience, rigged 3d models are significantly preferable if you plan to do paper-doling of equipment.)

Your answers to these questions will inform your decision making. If you go a full traditional 2d route, you will want to choose an engine or a set of libraries to facilitate that. Even in 2d, you will want a framework with strong shader support, since you're probably going to want to do things that shader make simple, such as elemental halo effects.

I have written a bit about various aspects of isometric game creation in my journal (link in my sig) if you are interested in reading some stuff. As well, feel free to pm me directly if you wish. I'm always happy to help.

In Topic: How to make Game & Watch's inside game?

26 May 2016 - 10:57 PM

Some random Googling found this: http://www.instructables.com/id/DIY-Game-Watch/?ALLSTEPS

Guy does a (slightly more modern and improved) version of a Game & Watch.