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Unreal engine ArchViz – How UE is Revolutionizing the Architecture Industry?

Logic Simplified

Landscape System Tools and the Marketplace Ecosystem The Landscape system in the Unreal engine is a collection of tools used to create any kind of terrain and outdoor environments. Over this, you can start building the rest of the design which includes buildings, neighborhoods, grass, trees, foliage, etc.

Engine 52
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GenoTerra - The finished prototype.

Mnenad

But before I explain the narration, I want to jump back in time when I started building the endless terrain generator. Means: The data is available, but it’s mostly raw data, and it’s a ton!!   But on the other hand, this fact made me aware of my competence as a game designer

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Item Variants and Randomization in Roguelikes

Grid Sage Games

Despite its relatively small item pool and low emphasis on random variants, Brogue has an even greater emphasis on terrain factors that really help support the dynamic gameplay in a way that keeps repeated runs interesting. Brogue’s trippy colors come from impactful terrain features like water, lava, and gases.

Data 52
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Rebalancing Cogmind

Grid Sage Games

If you’ve seen them here on the blog before, you may recall that my own tab-delimited Cogmind data files are similar to spreadsheets, and have their own syntax highlighting, but they’re not true spreadsheets. Power source data in Excel, formatted and including updates along with supporting formulas.

Balance 52
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On Backtracking in Roguelikes

Grid Sage Games

In a game setting, though, this can be quite an annoyance from a design perspective (harder to balance!) and is likely to either become a player crutch or lead to tedious optimal play (a topic I covered in my game design philosophy article ). Architecture. But we can sorta do something about that if we want to!

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The Depth Project

Game Design Advice

If we can describe what makes certain problems interesting in this particular way then we may learn something about “interestingness” in general, about the difference between data and meaning. Deep games require knowledge, explanation, creativity, and cleverness. What depth isn’t.

Feature 40
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Garrisons 2.0

Grid Sage Games

The tool would load up the game, visit a Garrison at every depth, and tally its contents, adding the results to a file, doing this for however many seeds are specified. I could save the data to revisit it later, after adjustments are made. Rampant terrain destruction is awesome, by the way ;). If available, that is.

Beta 52