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Writer's pictureVinny

Building the World

It's been a few weeks since I last posted. I got pretty sick a couple weeks back and it took me almost a week to recover. I kept working on the game, but didn't post any progress. I am feeling much better now and I'm back with a big update.


I spent a good amount of time building out the game map and the world structure of Anduraen. I created custom heightmaps for the continent and generated over 60km of world landscape. The core terrain is underway and I've segmented the different biomes of the world.


Foggy conditions in Anduraen

I also purchased a new Intuos Pro tablet to work on the landscape sculpts and painting. This it the part of the process I have been looking forward to for some time. I get most excited when I am world building and seeing the realm come to life. Most of my best memories from my early gaming days were the days I spent exploring open worlds and experiencing the unknown. Every town, city, field, dungeon and quest was new and exciting. I hope to create the same vibe for players of Pandemonium. I am a hardcore-wanderer player type and I love to enjoy the art and explore every inch of the game world. The first game I ever 100% completed was Uncharted 2 on my PlayStation and it left such a lasting impression. Shout out to the crew at Naughty Dog for making such an amazing game that still stands the test of time.


Map of the realm of Anduraen

I generated this world map using a custom hand-drawn heightmap in Photoshop:


Custom heightmap generated in Photoshop for the realm of Anduraen

I had to export the image in 16-bit grayscale to properly import it into Unreal. The landscape is 8km² so the continent is approximately 64km! This is as big as games like Red Dead Redemption.


I am both scared and excited as hell to design a world this large. This is typically the work of a large team and they will spend many months creating a world of this scale. I love a good challenge and will be working over the next few months to create custom shaders, materials, textures and sculpts to build out the realm. I will certainly be throwing some hidden easter eggs into the game world!


Time for a progress update on the game! I have made some big strides in the last few weeks and here's a list of what I accomplished:


  • Added logic for enemy spell-based attacks

  • Added new hit react animations for orcs

  • Added new spellcasting attack for orcs

  • Added shaman enemy AI blueprint

  • Added enemy firebolt blueprint for shaman

  • Adjusted sockets and animation montages for shaman

  • Updated character class info to allow shaman to start with spellcasting abilities

  • Set hidden shadows flag on character mesh so player will always cast a shadow even if mesh is hidden at full zoom

  • Started experimenting with the procedural content generation framework for creating different biomes and landscapes

  • Removed default lighting setup and replaced it with a new dynamic lighting system

  • Imported Ultra Dynamic Sky and Weather system and tested all seasons, time of day, and various weather presets

  • Enabled water plugin and experimented creating spline-based bodies of water like lakes, oceans and rivers

  • Added landscape auto multi-material for painting materials onto environment with runtime virtual texture volumes

  • Adjusted foliage two-sided rendering

  • Adjusted scalability settings to ensure 60+ fps during gameplay

  • Fixed a visual bug with global illumination and foliage causing dark flickering across the world

  • Setup random weather events based on daily, hourly, or random intervals based on the given logic

  • Created a custom hand painted heightmap for the realm of Anduraen

  • Generated brand new landscape with a 8km2 spread (64km environment!)

  • Custom painted landscape layers for the different terrain types

  • Separated the game world into distinct biomes

  • Setup animated time of day cycle

  • Setup random weather events

  • Fixed an issue with landscape materials not appearing correctly on all world partition cells

  • Setup custom water shader for lakes and rivers

  • Setup procedurally generated forests

  • Tested global lighting in all weather and time of day conditions

  • Generated new navigation meshes for updated game world

  • Built all new HLOD sets for the game world

  • Rebuilt the realm mini-map to be accurate to the latest changes to the game world and landscape

  • Investigated fixes for distance field AO flickering

  • Generated 3 new runtime virtual textures and landscapes from scratch to practice my skills in creating novel content

  • Switched the landscape foliage system from PCG to instanced foliage actors which increased the frame rate by an average of 10

  • Optimized grass materials and textures

  • Removed pixel depth offset from foliage materials to prevent artifacts when indirect lighting casts shadows

  • Added animated time of day with sun and moon system

  • Tested stratosphere rendering and stars above the weather and cloud system

  • Optimized texture maps to be less resolution when the map in question is not as important visually to keep a high resolution

  • Adjusted post-process volume settings to amplify color and contrast while maintaining the color balance in the world

  • Added water bodies to the game world

  • Tested options and graphic settings to keep the frame rate at or above 60 at all times

  • Added GasAttachEditor plugin to the project to begin testing the ability system and gameplay tags in more detail

  • Tested Brushify plugin built ultimately decided not to use this solution due to the overhead of the shader and my performance goals for the game


Here's a bunch of screenshots of the different weather effects in the game!



I won't lie. I was pretty discouraged the last few weeks. After being sick it took a lot of motivation to get back into the game. I had moments of big doubt where I thought "why the hell am I even trying to build this game?" This project is insanely large and complex and every blog and post tells you to not even attempt to build an RPG game let alone a multiplayer game. While I understand and greatly appreciate the sentiment behind the warning that "no one should try this", I also look at it like a supreme challenge. If no one should try it, that makes me want to try only this. If I don't end up building a fun game that I like to play at least I will have learned a ton of new stuff in the process! I find that I am so hungry for new knowledge and information that I will seek out the unknown and incredibly challenging quests to find fulfillment. Without great sacrifice and investment nothing of greatness has ever been realized. I will build this game no matter what, even when my own worst enemy (me) is telling me to stop and give up.


Cheers,

Vinny



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1 kommentar


ciakmarx
20 juni

Great to see you powering through the doubts. It's inspiring; always has been.

Gilla
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