![]() ![]() ![]() But the TL DR is that Nintendo has switched from revolution to evolution. There’s also no truth in the slander that Nintendo has been complacent since Breath’s release in 2017. It is not that the game takes no risks-there are mechanics here that could have proven disastrous handled by a lesser developer. Duly, Breath’s follow-up, The Legend of Zelda: Tears of the Kingdom, out tomorrow, is very much a sequel. Unfortunately I don't have a solid example of this in my current tileset, but essentially, two disconnected altitudes should have a "slope" (really just the neutral tile) between them.Anyone with even a cursory interest in Zelda could recite these facts in their sleep, but stating them plainly hammers home a simple truth: There was not a snowball’s chance on Death Mountain that Nintendo would reinvent the series a second time. ![]() The second is about how I can connect the layers: for altitude changes greater than 1 level, I want to require the player to use ramps. The first is this: How I can make my noise more like the example, preferring to line up edges which are nearby (but only to a degree)? How can I make it prefer less complex shapes, more similar to octagons than realistic messy hills? I have several questions about this system. I have plans to make a worldmap system similar to a LOD system too, which wouldn't be too hard with perlin noise, but alternative suggestions should keep this in mind. This system needs to be "infinite" in that I can generate chunks adjacent to existing ones using the same noise function. By comparing the altitudes at each corner, and in some cases those around the focused tile, I can determine which sprite to use. My implementation keeps track of the altitude of each vertex (not center) of a tile. There are still some special edge-cases which will likely need special tiles, but the image shows a fully procedural map using it. I have created a tileset for it, and after manually making some maps and getting a feel for what the tile placement algorithm needs to do, I've implemented one of four possible layer-transitions. I am working to create a system that randomly generates pseudo-3d terrain on a tile grid using the methods used in the legend of zelda games between link to the past and minish cap. ![]()
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