Later in the afternoon though, I added the necessary code to make the collider match the client side terrain, meaning land can now be walked on! This required setting up a method to generate Perlin Noise since I don’t have access to Unity’s function on the server. This was a bit of a process in itself, so at first I just left it completely flat. Next, I set up the mesh colliders for the terrain. I started today by fixing a problem with players’ rotation being synced improperly, which sometimes led to the camera jerking in a completely different direction from where you were looking. It now produces more island-like terrain, but it’s still only client side. Later on, I made a few modifications to the terrain generation algorithm I was playing around with last week. Now the player is constrained to a certain point and this doesn’t happen anymore.
Previously, whenever a player started interacting with a cannon or the steering wheel, he wasn’t constrained to a certain position, and so his body could end up moving to the other side of the ship while still being able to use the object. This morning I fixed player behavior while interacting with things. Walking up steps works great now, although it’s still a little “jumpy” (it’s difficult to describe what exactly is going on), but I’m not sure if there’s anything I can do about that. Currently, players are simply released, which in most cases means falling all the way back down.
I also made sure players couldn’t keep climbing past the top of the ladder into free space.Īside from adding the ladders to the ship’s model, all that’s left is to sort out the dismounting process when a player reaches the top of the ladder. I added support for multiple people being on the same ladder simultaneously, I made sure climbing up and down works properly, and I attached a ladder to the actual ship. This afternoon I started by finishing up the ladder functionality. I’m really looking forward to making some decent headway this week! Tuesday The next thing I wanted to add after finishing up the rivers is roads- but maybe after I do add roads I could try to add more cities and change their appearance too.Today was another busy day, but that should be the last one for a little while now. I think you mean "the number of villages is greater than cities which are greater than countries", right? (: + works great with my Relic & Artifact GeneratorĪre you into Dungeon-Crawling, Strategy, Voxels and Roguelites?
+ works great with my simple Collaborative Worldbuilding System - OurLore
Or, alternatively, if you want to generate maps and download them offline, or customize your color palettes, you may do so with the downloadable version of the generator down below. You can also support world map generator by rating it, following me on Itch.io, or telling other creative people about it!įor more information, you can download the EXTRA_INFO.txt file below. I used to run a Patreon with exclusive updates, insights and other projects.
When you're done, you can save your map by clicking "Download map" <3īonus: you can even edit your downloaded maps in your favorite pixel-editing software. Play around with the settings to make different world maps- add waves, make rivers common or rare, add outlines and more! If you want more control, you can even place civilizations exactly where you want them to start spreading from! "Generate Civs" to populate your land with civilizations. It's meant as a tool for quick worldbuilding map creation- be it for tabletop RPG games (like D&D) and game masters, as inspiration for more detailed maps for artists, or just for fun.Īs a visual template for worldbuilding, or as is. This is a free procedural world map generator, used for generating a pixel-art world and populating it with different areas / civilizations, one pixel at a time.