Quickie: More decoration!

Quickie: More decoration!

Hello folks!

Progress this weekend has been slower than I had anticipated. Finished integrating the UI for the old controls, but still working on the stroke maker. Struggling as well brainstorming the way to integrate it into regular gameplay.

Also spent some time thinking about how to organize the AI system so that I can begin prototyping it. Goal for this month is to have an AI character able to  playtest your course! (probably very poorly, but we all gotta start somewhere!)

So here’s an image of some new trees!

new_Trees

Good thing about this is that the system for adding new decoration prefabs works better than expected! With the added trees, we can begin to see some much nicer looking courses!

That’s all for today, folks!

Expect a proper update soon!

-Gus

Dev Update #11: Procedural Tree Placement!

Dev Update #11: Procedural Tree Placement!

Hello folks!

Today’s update is an awesome one.

If you’ve been following us so far, you’ve noticed that all our tree placement looks rather… Mechanical. One tree per tile. That’s just not how nature intended. We should do something about it.

And we did. Look at this barren course:

courseBarren

It needs trees.

So we give it trees:

courseBetter

Wow look at that! Beautiful procedurally placed trees, make the course look much prettier and breaks the monotony of single placed trees! Hurray!

But how?

Well with the new system! It will attempt to add a tree to a desired tile. If there’s already a tree, it simply adds to it, and jumbles up their positioning. A maximum of 4 trees can be added to any tile. Here’s the feature in action:

treeMaker

As a bonus, if you’ve reached the limit of 4 trees, and you try to place another one, it will simply randomize the positioning of the trees. This way you can keep playing around with the tile until the RNG gods smile upon you!

Next is ensuring the trees stay in location when you modify the terrain!

Til next time!