Thursday, June 28, 2018

Better Rivers

Well, River generation looks more natural now, but I'm still not terribly happy with it:






Even with some randomness, it's still way too clearly a sin-wave... which river systems frequently are in nature, just not that uniform.

Adjusted the rendering frame rate downward to see if that helped with flickering issues, and it did... a bit (and didn't hurt anything) but I think that issue still needs further work:



Tuesday, June 12, 2018

Terrain generation and Z levels

So, for the moment, the level builder is an external program, which makes some aspects of it easier to debug.  As I'd left off the main program for a bit to go build levels with a bit more Z interaction, I managed that relatively quickly:






The colored zone edges you're seeing as I pan up are the up-down ramps, where they are absent you're seeing more than 1 z level of separation, so essentially a cliff.

Technically I could go back to the main program and finish testing movement up Z levels, but there's still a bit of work to do with level generation, in terms of making more realistic terrain and some non-ruined cities, so that'll be next.

Saturday, June 9, 2018

LoS the conclusion

So I enabled the tile hiding for unexplored zones, made a few more modifications (buildings and such were changed to bright red, so the out of sight areas being gray was a bit more noticeable)


At this point, I need to add Z-axis navigation (stairs, where it asks you to ascend, ramps where it automatically does so) but I'll come back to that.  For now, I'm going over to the separate test-bed program for level generation, to finish out the initial generation of all the terrain boards.  Once we have some levels that are more organically 3D, I'll finish up the last of the navigation.