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Custom ChunkGenerator based on a static heightmap #25

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rzats opened this issue Oct 25, 2016 · 1 comment
Closed
3 tasks

Custom ChunkGenerator based on a static heightmap #25

rzats opened this issue Oct 25, 2016 · 1 comment
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Category: Gameplay Content Requests, Issues and Changes targeting gameplay mechanics and content

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@rzats
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rzats commented Oct 25, 2016

We need a clone of BasicHMTerrainGenerator that reads a different heightmap that'll be used every time for L&S games. Some ideas - not sure which are appropriate for use within this chunk gen:

  • Can we draw biome detail straight from the heightmap and cut the world into the 9 distinct zones making up the world?
    Reference: http://forum.terasology.org/attachments/map-png.1021/
  • Could biomes be made to pick the correct "tree" type for the zone at hand?
  • Could static locations (the castles, villages, and central parchisi board) be placed via the heightmap somehow?

Heightmap should also be fairly small - the L&S world (starting out at least) should be pretty tiny to make it easier to deal with. Maybe investigate how the edges of the world would handle?

Related Issues

Art assets for different tree types and other environmental props:

New generators for such trees:

@jdrueckert
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This issue is related to the original vision for LaS which diverges from the path currently taken (fast-paced capture-the-flag). It might be taken up again in the future once we have support for providing and selecting from a pool of maps, but until then I'll close it as there's a bunch of other improvements (including but not limited to the state machine rewrite) necessary for LaS.
The art assets / tree types issues are still valid though, as they could theoretically also be used with the current map.

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