Questions tagged [world-design]
The world-design tag has no usage guidance.
39
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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
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1
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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 ...
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133
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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 ...
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160
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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 ...
6
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1
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241
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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 ...
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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 ...
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1
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445
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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
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1
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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 ...
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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
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1
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200
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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 ...
6
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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 ...
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Procedural world generation oriented on gameplay features
In large procedural landscape games, the land seems dull, but that's probably because the real world is largely dull, with only limited places where the scenery is dramatic or tactical.
Looking at ...
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Procedural generation of evenly distributed random points (2d)
I am coming here because I've have a performance problem with my current implementation of an algorithm. I am the idea of Voronoi diagrams to distribute patches on an infinte 2d layer.
For a Voronoi ...
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1
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2k
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How To Create A Sandbox Video Game [closed]
I have a lot of experience with programming but I'm new in game development world, so I don't know what I don't know.
I want to create a MMORPG sandbox game. When I say sandbox game I have something ...
7
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2
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How to make a map (game world) based on a real world place or city?
As a disclaimer before my real question, I have little experience in game development, only basic Unity knowledge.
I noticed a lot of games are based on real world places and cities, for example GTA ...
56
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3
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29k
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Algorithms for rainfall + river creation in procedurally generated terrain
I've recently become fascinated by the things that can be done with procedurally terrain and have started experimenting with world building a bit. I'd like to be able to make worlds something like ...
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1
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106
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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 ...
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2
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353
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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 ...
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1
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80
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How to handle edge cases for a cell divided multiplayer world?
The most common practice that I read about for overcoming floating point precision in video games with large worlds is by dividing the world into cells and load it with player's position and shift ...
7
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1
answer
397
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How to make illusion of round world?
I want to make a flat world, but i want to split it into pieces which will load in segments (for better optimization), and when you are at the end of map it will start loading segments from the ...
2
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3
answers
608
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Most optimal way to load 2D world
I am creating a 2D car racing game. (Yes, a Hill Climb Racing clone)
What I am doing right now is load 10% of the map every time the user gets to 7%. For example:
Imagine the map has 10km. (10000m)
...
2
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1
answer
450
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How would i go about implementing portals into my game?
I don't mean to ask a broad question, so let me explain. I'm creating a 2D top-down design game and I'd like to implement "portals" to be able to switch between worlds. Each world is a level class, ...
2
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1
answer
526
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Efficient datastructure to store a galaxy map
I'm working on a project for an intro level Ai class, and the project I've closen is to create a simulated universe in which Ai actors play against each other economically and militarily. I have the ...
0
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2
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262
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Unity 3D, Making contiguous looking worlds
Im currently involved in making a third person cooperative mobile game in Unity and in said game there will be an area for players to walk around in with various elevations and whatnot throughout the ...
2
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367
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Real world terrain import into UE4
I am trying to create a basic game in Unreal Engine 4.8.1 and I wish to have it set in the Dubai, UAE but i cannot find a way that will successfully use terrain data i have obtained (NASA Shuttle ...
2
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1
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221
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What are the most common ways of closing an open world? [closed]
In many open world games, there are several ways to limit them. From original ones such as Desynchronisation(Assasins' Creed) to invisible walls.
What are the most common ways to close open worlds?
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4
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347
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How/where to generate RPG world?
I'm programming an RPG in java. It's text based, so movement is more or less from "room" to "room." In the case of cities, they will generally be one room, with some sub rooms for important shops and ...
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2
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Creating very rough 3D models [closed]
I am not a modeller, more into the programming side. However say I wanted to create an open world type of game using U4. Is there a way to create very rough models, say of buildings, cars, trees, ...
2
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3
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410
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How to manage game objects, npcs, items? [closed]
i'm making a small 2D game, designed the maps with Tiled, and adding "basic" world object/items/npcs/mobs to test it a bit and have fun.
Now i have encountered a relatively huge problem, with further ...
5
votes
1
answer
280
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Scaling a game world both for realism and for mechanics
I am currently working on a turn-based 4X game, and one of the things I quickly ran into was a question of scaling. On one hand, I want things like realistic sizes (having some idea of what each tile ...
8
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3
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Is it feasible for a Server to send nothing more than a tile-based area to a Client?
To start, I have a good amount of background in networking (hardware, routers, ex.) but very little knowledge past the basics of network programming. This may seem like a stupid question, but I want ...
3
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1
answer
2k
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Help with a Fast 2D Grid-Based world rendering technique
First I'm going to give you my current situation and explain what I'm attempting. I will then pose my question below. I will attempt to include a "TL;DR" for those of you who prefer things ...
8
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3
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2k
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Routes on a sphere surface - Find geodesic?
I'm working with some friends on a browser based game where people can move on a 2D map. It's been almost 7 years and still people play this game so we are thinking of a way to give them something new....
5
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1
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237
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How to create a reasonably sized urban area manually but efficiently
I have a game concept that only really works in an urban area that is of reasonable scale and diversity. In terms of what it should look like, think GTA, in terms of the size think more like a small ...
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4
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2k
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How can I know how big my game "world" should be?
here is the world map (randomly generated) for a game I'm making:
The green rectangle corresponds to the size of one screen. Each pixel represents 3x3 tiles in my game, this makes the whole map be ...
6
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2
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774
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Maintaining Consistent Scale (2D games)
How do people making 2D games maintain a consistent scale for everything in their game?
Say I'm coding an RPG. A house needs to be proportionally bigger than a person; an item, smaller. Everything ...
4
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2
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347
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How to design player attribute updates in persistent game worlds?
Take a game with a persistent state that can continue even when players are not online. E.g. your player enters into a fight and loses some health points which are replenished 1 point every five ...
23
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4
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How to implement a never-rebooting test world?
Am looking for ideas on how to do the following: I want to write a simple "world" in Java. One which I could start and then add new objects later at a later date to simulate/observe different ...
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4
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423
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Techniques for mapping "nodes" and paths between nodes in a world space that extends in three dimensions
I'm trying to create a travellable map/world. I want to model able-to-be-occupied nodes/tiles/locations and allowed paths between them to create a space infinitely able to be built upon in all ...