Still in the subject of the previous post, here’s a new update on the terrain technology for the game. It may be nothing new visually, but I found it worth posting because I just came yesterday to a decent (and very important: simple and intuitive!) enough solution for one thing I’ll need to do a lot regarding the game landscapes: blending between areas with different geological features.

As the game will be an open-world one, this is something that I’ve been thinking and doing research about since the beginning. Because combining terrain paging (the “stitching” of squares and squares of terrain like these in the images) and the change from, let’s say, mountains to deserts, or cannyons to hills… and all of this with me being able to art direct where I want each type of terrain… leads to a inevitable concern with seams. How to do these gradual, convincing transitions without any noticeable seams? So, yesterday I was very happy to achieve this in a decent level, after my second actual hands-on try at this. So now I can go ahead with the landscapes creation more confident that the results will be ok, will be as I imagined them.

In the images above you can see a piece of mountain range, some kind of plateau, some dry hills and a river crossing through the middle. Each of these terrain types was kind of “painted on” and the shape and size of the area they occupy can be changed at any time. This is the kind of flexibility I was hoping to have, so that as I playtest the levels I can go and tweak them again and again, until the levels are fun and pleasing to play, in terms of spaciality.

As a note: these images are NOT representative of the final quality I intend to have for the landscapes. I’ve put this landscape together just for testing the transitions between them.