Development lesson for the day

Always know when to say “maybe somebody else has already solved this problem”. In today’s screenshot, you can see (some of) the individual building blocks of the MMORPG Tycoon 2 terrain.  I don’t know whether they will be visible in the final version of the game, but I thought you might like to see them…

Terrain crafting

I’ve been working on MMORPG Tycoon 2’s procedural terrain generation, today. Issues fixed today: Beaches are wider. Beaches are no longer jagged when not oriented precisely north/south or east/west.  (Related to this, lake borders are no longer blocky).  They also are no longer precise straight lines along the region boundary — the beach actually occurs…

Making a continent

Here’s the first island continent built by the new MMO geometry generation code.  This is a medium-sized continent (which, honestly, I expect is approximately the size that most people would actually want to use in a free-play game of MMORPG Tycoon 2.  It has a bit more ground space than one of the main continents…

Zoomed

Update on the previous post. This is a view of (almost) a full game map, the size of World of Warcraft’s Kalimdor and Azeroth smashed together.  The camera is about 10 kilometers up from the ground, here.  My AI test area is in one of the zones visible at the bottom left corner (but, relatively…

Zooming out

So I’m in the middle of building full seamless zoom in/out functionality for MMORPG Tycoon 2.  This was really one of the key interface features of MMORPG Tycoon 1, and being honest with myself, it’s just as important for MMORPG Tycoon 2.  I’d originally thought I could get away without it, by presenting separate “close-up”…