This means we can create large mountain ranges and oceans, while having smaller provinces for Ancient Wonders, or create a player starting area with neighbouring provinces that will always have a set number of resource nodes to exploit. These regions are then subdivided into the provinces you see when you play on the map. This is why we’ve opted to adapt this system to generate the map based on Regions of variable types and sizes. One thing you might have noticed is that the size of our provinces is considerably smaller than they were in Planetfall, but we still wanted to make sure that connecting provinces could feel like they are part of a whole. Map GenerationFor Age of Wonders 4 we’ve made an iteration on the Random Map Generator based on the foundation created in Planetfall. I’d like to give you an update on some of the upcoming changes to the Underground, and we’ll start off with a bit of general insight on how maps are generated in Age of Wonders 4. Greetings everyone! My name is Jamie, I’m a gameplay programmer at Triumph Studios and one of my main responsibilities is the Random Map Generation (RMG, not to be confused with RNG, although it plays a big role!).
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