The All-New for 2010 Kitty Lambda 4 Part Game Dev TOUR - Part I: World Elements

The ALl New for 2010 Kitty Lambda 4 Part Game Dev TOUR

La Tour Part I: World Elements

I recently got a question from a friend about the basics of how I do game development (how am I doing 3D, how does my engine work, tc.), so that seemed as good a reason as any to get back on it with my blog (this blog has been inactive for I think a month or more!)

So it begins! A four part tour of how I do game development...

World vs. Play

The way I tend to structure my games (and this is ever-changing) is as a separation between world, which is like a simulation or sandbox, and play, which describes the gameplay flow and any control issues (e.g., when the player dies, go to a gameover screen, show whatever map the player is on, etc.)

The world class is the interesting part to conceptualize. First, Texas' world is split into areas of 50x50 blocks, and at any time up to 5 areas are loaded into memory. Only one area is "current", so the other 4 are just essentially a cache to reduce loading times if you go back and forth between a few screens.


Each area has on it a few types of things: first, there is terrain, which is a "smooth" looking mesh (but still on a 50x50 grid).

Terrain is made up of several layers and the engine optimizes these. Rather than have one single terran layer, I used multiple in order to produce "seams" between layer types, e.g., the geometric boundary between rock and grass in this picture:

The Real Texas Example Screenshot of Smooth Seams on Terrain


Next are blockgrids, used for houses, walls, castles, and certain features (e.g., the outside portion of wells).

Blockgrids are basically made up of textured blocks; they are sharp-edged and textured, vs. the smooth-edged and non-textured terrain-- a nice contrast.

Notably, the blocks are only half as tall as they are wide, which allows for stairs and other interesting effects, such as the top row of white blocks here:

The Real Texas Example Screenshot of Blockgrids


After that comes objects. These are generally "static" things, such as rocks, trees, grass, and the like.

Each object has many, many properties such as shadow darkness, a flag and footprint for if they are solid (e.g., trees have a 1x1 footprint, are 8 blocks tall, and are solid), as well as methods to handle clicks and other interactions.

This makes it generally easy to define new types of objects, which is very important-- Texas has perhaps around 500 different types of objects (and counting!)

The Real Texas Example Screenshot of Objects

Next Time: Drones, NPCs

Stay tuned, because the next three parts are already written! Next I'll talk a bit about enemies and NPCs and how they get put into Texas.


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