I have a game where the map / playing surface is generated before each game. currently it is very basic with a few different rock models spun and placed randomly. There are boundaries to stop players leaving. This works fine but the flatness feels quite boring.
I want to continue to have maps generated which I believe prevents me using the terrain tool (which I don’t love the results of anyway). Does anyone have any thoughts on how I could a less flat world?
A simple suggestion would be to do what you’re doing currently, but have BIG “landmass volumes” that you can randomly place too. Such as a sloping hill, bumps etc. Spawn those infrequently, and spawn those BEFORE you spawn the smaller stuff - so that you can then raycast down and spawn those smaller things on top.
Hi
Here is one way you could make it seem less flat: BIG mountans. Yes big mountans like the way dead rails does it they have huge mountans in the distance which makes it seem like it has more depth(even though its flat). Good luck on your project!
Hey, thanks to the suggestion. Mountains! Wanted to do this for a while but only just got round to it. Using noise to make placement more natural looking. I think it’s working out ok!
Ah, thanks for the recommendation! It pretty cool if the map is new each time. Any clue how they did this? Its not quite the right style but very interesting none the less.
My guess is that they create map by using wedges or some sort of perlin noise, i know they use unions for the trenches and stuff cuz i tested it in studio, but idk about the terrain, tho if you can’t recreate this system, you may want to add clumping system to the suggestion someone above said about the mountains, that you can create like a clump, and then experiment with generating bigger mountains and smaller mountains or plateus next to each other, and then spawning stuff on them