Questions tagged [world-design]
The world-design tag has no summary.
41 questions
0 votes
1 answer
89 views
Export Unreal assets and import into new project?
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/...
0 votes
0 answers
85 views
Splitting world data between multiple threads in C++
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 ...
0 votes
1 answer
169 views
How can I change the default dawn and dusk times in Unity?
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,...
17 votes
1 answer
3k views
How do map designers subconsciously lead players?
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 ...
6 votes
1 answer
371 views
How to creatively justify world limits to the player and challenge them to go there?
(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 ...
0 votes
0 answers
237 views
How can I make a seamless transition between maps?
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 ...
0 votes
0 answers
168 views
Looping world for a top down space shooter?
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 ...
0 votes
1 answer
167 views
Unexpected result when generating world with 2 perlin noises
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 ...
0 votes
1 answer
574 views
A terrain with underground tunnels
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. ...
2 votes
1 answer
2k views
How do I create a spherical world to explore?
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 ...
3 votes
1 answer
1k views
How to make low poly ground look better
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 ...
2 votes
1 answer
231 views
Level design / lore writing - how to compel player to go through all locations in a star-shaped level
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 ...
8 votes
3 answers
4k views
Why are spherical worlds so rare?
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 ...
1 vote
1 answer
135 views
Is there a term for lore about a game world's population (cultures, economic state, etc.)?
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 ...
1 vote
2 answers
468 views
How do I manage persistence in a 2d tile-based world that uses a chunking algorithm?
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 ...