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Questions tagged [world-design]

0 votes
1 answer
89 views

Imagine a scenario where you spend a ton of time creating a virtual world in Unreal but then decide you want to enlarge the landscape area. Is there a way to export all the assets and their scaling/...
Sutts's user avatar
  • 3
0 votes
0 answers
85 views

I'm currently working on world management system for my multi-threaded game engine in C++. The problem I'm facing right now is synchronizing world data between main and render thread. The current ...
xarxarx's user avatar
0 votes
1 answer
169 views

I'm working on a game in which the season is particularly important to the player, along with sunlight. It progresses from early spring to late fall. I have a very basic day/night cycle system working,...
Michael Macha's user avatar
17 votes
1 answer
3k views

Playing a game like Uncharted I’m struck by the illusion of an open world that it feels like I’m making my own choices to walk through, but I always stumble on the next plot point or encounter, so ...
ed94133's user avatar
  • 273
6 votes
1 answer
371 views

(This question is a bit similar to this question, but that question specifically asks how to implement a height ceiling/collision mechanically, and this is more of a design question rather than a ...
Sciborg's user avatar
  • 604
0 votes
0 answers
237 views

I have a game where my character is plotted on a 100×100 tiles of 32 pixels width and 32 pixels height that makes a Map. It's a 2dArray of [100X,100Y]. Whenever the character gets to a specific tile ...
Lucas P. Leiva Fernández's user avatar
0 votes
0 answers
168 views

I am trying to understand how to make a seamless looping world for my top down space shooter. First thing I tried was using multiple cameras, and teleporting the player when he reaches the edge, but ...
Roberto's user avatar
  • 113
0 votes
1 answer
167 views

I try to generate a world with a temperature and an humidity noise to generate biome based on the y values of the two. I take the y values and round them on a 33 base for the humidity and 25 for the ...
Samuel Fyckes's user avatar
0 votes
1 answer
574 views

The Terrain tool in Unity is great for constructing 3-D landscapes that are open from above. I am working on a game that happens entirely inside tunnels (specifically, blood vessels in a human body. ...
Erel Segal-Halevi's user avatar
2 votes
1 answer
2k views

So to preface this question, I have done a lot of research on this, but most of it has proven unhelpful, possibly because I'm not sure the proper way to phrase what it is that I'm trying to ask, so I ...
DrB's user avatar
  • 29
3 votes
1 answer
1k views

I'm working in Unity and have created some low poly meshes using blender. Currently, the meshes look good, but the ground seems very lacking. I am not sure how to make it feel natural or even look ...
Gary Holiday's user avatar
2 votes
1 answer
231 views

I am trying to design a map for souls-like game and stumbled upon such problem: According to the lore i have a self-contained city that is supposed to be built with convenience in mind. I am ...
MadCake - Reinstate Monica's user avatar
8 votes
3 answers
4k views

I remember back in the 90s when X-Com came out, being really impressed by the way its world map was an actual world: a map of Earth drawn on a spherical surface. That was pretty cool, because I had ...
Mason Wheeler's user avatar
1 vote
1 answer
135 views

The lore of a game, the ethnicity of its population, cultures, economic state or anything which illustrates the population of a game. Are all these things part of the lore? Or are they called the ...
Swapnil Rastogi's user avatar
1 vote
2 answers
468 views

Suppose I have a game that operates on a procedurally generated world that is made of 2D tiles. To save computer resources a chunking algorithm is implemented that slices the entire world in chunks of ...
Zimano's user avatar
  • 137

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