Further map updates…
Posted in Procedural world, Zombox on May 29th, 2013 by Tyson IbeleHey everyone, so I haven’t updated in a while….mainly because I was in France for a bit of a vacation….but things are back on track now and moving forward! Normally I post updates on Friday nights, but I figured I’d post this one a bit early since many of you are waiting very patiently to see some progress.
The procedural city layout system is basically done at this point. Since the last update several things have happened:
- the perimeter of each city is no longer totally square. There are now many islands (which you’ll eventually be able to travel to…hint hint) and bays to create some extra variety in the overall shape of each city
- about 40 new map tiles have been added….everything from dusty streets to backyard swimming pools to graveyards to basketball courts to football fields, to machine gun posts, etc etc….
- the main city ‘zones’ have been better defined. Industrial zones are dusty and dirty, commercial zones are mostly concrete, residential zones are grassy, and destruction zones are charred and full of rubble. This will help the player better orient themselves in the overall scheme of things (ie, if you see that the buildings around you are surrounded by grassy yards, you’ll know you’re in the suburbs, etc)
I think the last thing I’ll be doing to the map layout system is further emphasizing the destruction around the central meteor crater. Right now that area is mostly grassy…I’d like to make it much more charred and desolate. If all goes well I’ll have that done by this Friday…so keep an eye out for that update!
Here is an image showing 4 different maps generated with the new system:
EDIT:
Tweaked the center crater area I mentioned above…now the destruction zone expands further out to the borders of the quarantine fences.
Click here to view what the new center areas look like.