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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Improved tall grass using the new generic random map.

Other images in Caveman

Improved tall grass using the new generic random map.

Norman Barrows
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Improved tall grass using the new generic random map.

 

I tweaked the hue of the two grass textures used to make it a bit more bluegrass in color.

 

The basic spacing is still the same, at one grass plant every 5 feet (5 d3d units).

 

The grass plant meshes are unchanged: 8 quads, 4 in the center tilted out, and 4 tilted way out very near to the ground.

 

Everything else is controlled by the new "generic random map" in the game. I found a repeating need for 2d arrays of random values for things like what ground texture tile to draw, what scale a plant should be, etc. So i created a "generic random map", a 100x100 2d array of random integer values from 0 through 100. this map is generated once at game start. Functions / methods are then written that access the random map to return values. For example, the x,z location of a grass plant is modded by 100 to map to the 2d 100x100 array and return a value 0-100. this is then multiplied by a scaling factor (such as 0.02f) and then added to a base scaling value (such as 1.5f) to determine the final size of the plant at that location.

 

The generic random map is used by various functions to determine:
* grass plant scale
* grass plant texture
* grass plant jitter (offset from base location every 5 feet)
* grass plant rotation

 

The generic random map is also used for other parts of the game, such as the basis for a double interpolated heightmap for canyons.

 

But most of the game (rocks, trees, scrub plants, fruit trees, berry bushes, ground textures, etc) still uses the original four random "plant maps" in the game.

Copyright

© Caveman (C) 2000-2014 Rockland Software Productions

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