Jacko has been busy as of late with the incredibly small, humble task of creating blockouts of...well, every single prop in the game we can think of so far.
(...)
He’s also been doing some of what he calls ‘admin stuff’;
Somehow I'm terrified by this notion.
A couple of weeks ago they also implemented the basis for the growing of forests in-game. If a player chops down a tree, a sapling will eventually re-grow into a small and then a large tree, and the forest will slowly spread over time. In doing this, and ensuring these rules for resources all work together, we will build a completely persistent world.
This is cool. So there's no persistant damage if, let's say, "someone decides to destroy the whole surrounding forest area of an enemy keep, tactical deforestation".
The range of materials of the different clothing articles will represent different qualities of fabric, from cheaper textiles such as linen and wool of different thickness, to patterned silk, all appropriate to the historical period. We have many resources available to us for referencing, with what remains from manuscripts and museums, and with Zimke as our historical expert we can create good looking, accurate materials.
The visual quality of accessories also change to match the outfit. From the plainest wool outfit, the belt and garters are un-dyed, but in the silk variation these use a better quality, red-dyed material to show off wealth.
Zimke has additionally been creating different levels of dirt variation textures for each of the materials which may also be linked to the quality of the material to show that an item is very poor and damaged.
*manly tears of joy*
For the past couple weeks Rachel has began learning how to use World Machine to help the team with working on the game's maps for instant battles and also the Epic world. She has been working on a 1.2x1.2km map that can be used in-game for testing combat, styled as a sort of basin type of map that dips in the middle and has high ridges around the edges.
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Rather than hand-sculpting the landscape, perlin noise is used to break up the terrain and generate features such as hills and mountains. RGB maps are created that dictate where certain textures will be applied such as grass, rock, dirt, and sand; and individual alpha masks are used for where props will be placed such as trees and flora.
Eventually we would like to get to a point with the map system in-game where we can define a set of parameters for procedural generation of landscapes and implement logic for where vegetation and flora can be placed, to very easily and quickly create changes in the world.
With such quick changes on the map being a possibility, can those changes be caused by any event? Be it by player direct interaction or let's say "AI events"? Or just some specific triggers?
All in all, thanks for the detailed update tolonar, nice avatar.
Happy holidays!