May 1st has arrived. I've become free of school once more, however, we're possibly moving starting Friday after buying a new house on Thursday. Can't wait. But this might come with a few construction things I need to work on in real life before putting a lot of effort into games.
This also means that until August, I'll once again be free to work on stuff, and I'll be free of garden-based distractions this year.
Goals for this year:
- Finish working on this underdark tileset
- Revisit the black hills tileset and add the veggies
- Release the massive veggies pack
Anything outside of that list will be extra I guess. Gotta take it easy knowing school is going to come up again really fast.
I also noticed that the makers of Sword Coast Legends have bit the dust, meaning their expansion may never see the light. I was really looking forward to seeing that in action so I could also add those concepts to this tileset, but I guess I will just work forward in my own way.
I'm seriously thinking to return to the room-based concept for caverns. It makes it very easy, and I don't have to mess around with 90% of the tile edges when I build stuff. Almost nothing has to be exact from tile to tile, because it crosses tile boundaries. There is great benefit in that idea. I can also make 9-18 tiles in a single project and then release new rooms as just that, a new expansion room, rather than having to update tile type layouts in the 2DA.
The intention this year for the caverns is to add the following base types for non-room areas:
- water filled chasm
- finish walkable edge darklake tiles
- use SEN's multi-height chart to build a +2 height (not going to do +3 and +4 on this one)
Let me redefine some of the concepts I had started last year, so I can remember going forward what domains they'll be in, and probably stay in:
Normal Terrain:
- open giant cavern, high ceiling
- open hallway (cavern connector), also with high ceiling
- open cavern watery passage, using those water tiles I already have done (no reason to drop it)
- open pit cavern, no visible ceiling
- open pit bridges
- open water cavern, high ceiling (using darklake tiles)
- open water bridges
- mushroom forest
- path through mushroom forest
- +1 and +2 transitions for each using SEN data
Back to Room-Based Terrain:
- chasm crossings
- short ceiling caves
- long oddly shaped hallways
- river rooms and tunnels
- boss rooms
- stair rooms and chute rooms
- ramp rooms
- open pit platform rooms
- chasm ledge paths
- stream tunnels
- fungus closets
Why am I going back to rooms? As I mentioned it has a few benefits, but let me clarify that list of benefits.
One of the concepts I am really enjoying in the unreal 4 engine is the sheer number of room-like groups builders are creating. Instead of using plain tile-by-tile layouts, they're making stuff like OTR was importing from other games. I see this as entirely reasonable, and with smaller groups that can be moved around, such as in Dungeon Siege 1 and 2, a lot of variety can come from a few of those groups.
Second, using SEN's +2 options, I want a better way of making realistic looking terrain, and I think groups allows me to handle that better. The group can come complete with the needed +2 changes built right in.
I started sketching out a forest tileset that is also groups only, and I'm really enjoying the concept work. So much so that I think every tileset could easily be made with such larger chunks. I'm seeing a bunch of "room" shapes that can be carried to any tileset, no matter the type of biology or geology in the region, simply because of the shared walkpath options. This makes me think that I can use the same base templates (and walkmesh) across a lot of tilesets, and this can be used to quickly make a TON of base tiles for a whole library of area types. Every time a new room gets made, it can be mostly cloned over to the other tilesets and placeable-like stuff, and mass types can just be switched with a script. It isn't just that easy, of course, but it's close.
I'm probably going to read a 300 page book before I jump back in, but really, I can't wait to get started.