Some of you maybe already know that I am working on some sort of secret or less secret game project. Working title of the game is Minarus. Game is basically supposed to be some sort of mixture of Oblivion, Dwarf Fortress and UnReal World. That would be something like first person wandering in the world that really 'lives' and where you could make your own houses, stuff etc. There are also some ideas about politics(heavily influenced by The Guild game series) etc..
What I have done already:
- Designed game system core (How menus & such work etc.)
- 3D engine (Skeleton of fully working 3D engine. I will add features when I need them.)
Picture of my engine after I got shadow volume shadows working in it:
http://cs.joensuu.fi/~ppakar/seka/neonShadowsReady.jpg
- Partly designed game mechanics(As much as I could design as some features might change them anyway.).
- Moving in game will happen in first person view and it will happen in 'real time'.
- Constructions will be done on squares that diamond-square algorithm creates. Something like in sims.
- Whole world will be simulated in 'real time'. Things that happen near will be simulated accurately and others will be just simulated by using some rough calculations.
- World will be wrap around. Like in ultima 6 for example. (I was thinking about ellipsoid too, but I think its better to keep it simple for now at least.)
- Ultimate death will be death of all near relatives. Otherwise in case of death of players char, game could continue as a relative.
Etc. There are lot of other things, but those are the basics for now.
Next thing to do:
- Design and code fractal world generator that uses given seed.
Something about current phase:
* I am going to use diamond square-algorithm and see if results are good enough.
Article I am using to make that algorithm:
http://www.lighthouse3d.com/opengl/terrain/index.php3?mpd2
* Multicore approach seem to be a bit problematic when you need to use seed.
Trying to make it work with n cores.
* Diamond-square seems to be pretty fast.
CPU can handle even runtime generation pretty easily.
* Amount of landmass generated will be big.
I am wondering does this make it look dull, if diamon-square is used.
* Some sort of smoothing should be applied after generation.
I think I should use something simple first:
http://www.lighthouse3d.com/opengl/terrain/index.php3?smoothing
And after theres more stuff in the world it should be smoothed with some sort of weather engine that does corrosion etc.
As you can see project is far from complete and at this point its just closed source fun project. Sources however might be available for download some day, but for now its all closed source.
Ask just about anything, give ideas if you wish etc.