Heres an update on the environment side of things,
Initially we had a vague vision of how we wanted the island biomes to look.. small in size, scarce in resources, and fairly basic. We figured this would produce a much more stranded vibe and emphasise on how susceptible to death you are.
However this ended up looking a bit bland, probably due to the limitations we set ourselves. We were confused with how players might portray their island, Why would they ever want to be rescued from this paradise? Is their enough to explore?, enough resources for gameplay elements? It’s not easy finding a nice balance.
However, this is the beauty with procedurally generated content , there are no resets or scrapping design elements. I personally felt it lacked in vegetation, you want to feel like this is your salvation and need to be comforted by the foliage to escape from the infinite open waters. So, we played around with a few variations whilst figuring out what was lacking in atmospheric flavour, trying finding a nice balance in all the generated content.
Anyway, this is where we’re at right now, no doubt we’l end up changing a few things, figuring out what works and what we can get away with.
I know we’re still lacking in some up to date footage (we’re working on it) but development is speeding up alot now that we’ve setup the whole generation system, we’ve ironed out most of the issues and everything seems to be running smoothly. I’d like to go into more detail on the system but i’l probably wait until after release. It’s very user friendly and the detail generation consists a lot of spawning parameters like splatmaps, heights, biomes, groupings, variety, rarity, etc, etc. It’s very flexible, i’m thinking of re-using the system for universal use later in the future, instead of specifically for the environment we’re looking for.
Anyway, everything is running super nice and i’m pretty please with how it turned out. All a work in progress, as usual.