Generate tunnels to connect the caverns.Generate overlays (rock, mushroom forests, snow, etc) based on the theme of the cavern.Generate large sectors by combining bedrock.Generate themes (general, hot, cold) to create variations on a per cavern basis.Generate region flavors (empty regions, valuable regions).Generate Bedrock/Lava/Water on the remaining regions.Generate Ancient Wonders inside existing caverns.Generate additional caverns to reach the desired amount.Generate caverns around existing locations, cities, passages.Generate passages between the underground and surface.Generate regions by using the generated positions.Generate positions for players and free cities.Start with an empty map, with a size based on the maximum number of players on one of the map levels.Underground GenerationTo give you an idea of the process involved in generating the Underground map layer, these are the steps we take: Fixed a Crash that occurred in the Setup Casting Point Breakdown.Fixed the Soother Staff appearing behind the Soother when the Crocodile Head is selected.Fixed the missing Ocean layer in Combat.Fixed a multiplayer out of sync that would often trigger when observing combats in multiplayer.Increased the base damage of the Wind Rager by 1 and reduced the cooldown of Whirlwind to 1 turn. ![]()
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