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Some considerations in designing a tessellation
Some considerations in designing a tessellation











some considerations in designing a tessellation

The early stages from microbial to awakening will primarily be focused on interactions between organisms, and not on structures, so the choice of grid should not be a major, visible thing noticed by the player. However, I think that these points for hex tilings are not enough to on their own to determine the world tiling without deeply considering how it would be actually used in the later stages. This could potentially save development effort and would have a coherent style across the game. The hex tiling has a few points going for it that are independent of any other considerations specific to the stages: it has already been chosen and implemented for some of the game stages, and it would be consistent to use it for all later stages. I think that these were good choices for those editors, but I do not think that enough evaluation has been done for what grid is best to use for the later stages and a premature selection could cause significant issues in the future. It is an obvious one, as it is what was chosen for the organelle and early multicellular editors. So far, it seems like the hexagonal (hex) grid has been the standout idea for the world grid. The main question asked here is: what grid should the world use? Should it use a square grid, hex grid, other type of grid, or no grid at all (freeform)? Also, it is primarily a game design issue, and this can affect how the art assets are created so it would be best to get it right the first time.

some considerations in designing a tessellation

I feel that this topic will be divisive enough to require a separate discussion from the rest of the world generation threads.













Some considerations in designing a tessellation