This week we discuss improvements made to terrain generation as well as some minor changes to model graphics.
I want to give a shoutout and a big thank you to Jonne Ehlers for your support via Patreon. Your contribution helps out a lot and is greatly appreciated! 🧡
Terrain Generation Improvements
Mountainous grassland region with sparse pine trees.
A lot of different terrain generation improvements were made this week. Those improvements are detailed below.
Grassland plains region with patches of tall grass, red flowers, and white flowers.
Foliage is a block type in Fableforge that primarily consists of things like flowers and tall grass. The terrain generator groups foliage of the same type together in small groups or clusters. A couple of changes were made to this foliage cluster system. One being that these clusters are now larger, the other being that flowers also have their own clusters instead of just being tall grass.
The shading on foliage are now a lot more subtle, flowers and grass textures were changed, and the size of flowers were tweaked to allow for more size variation.
Region Color Palettes
This week I adjusted the procedurally generated color palettes of grassland regions. Certain colors like reds and blues are restricted from this region type to conserve these colors for future region types I have in mind. I'm still working on providing a good amount of color diversity to this region while I work on the other biomes.
Another important change in this area was reducing the maximum 'cell size' of surface block color variation. This allows color variations in terrain to occur in a smaller area, preventing large areas of terrain being seemingly one single color.
Each region has their own heightmaps. These heightmaps can include plains, hills, mountains, and plateaus. For a while I was only showcasing plains regions because the other heightmaps needed a little bit more work for me to be comfortable showcasing them.
This week I worked on hills, mountains, and plateaus. This primarily consisted of me tweaking a lot of different values to get these region heightmaps looking good in almost all instances.
There's still a little bit more work to be done in this area that I plan on finishing up next week.
Each region chooses a biome when it is generated. Currently there are 3 biome types: grasslands, deserts, and snowlands.
I worked on deserts this week, I couldn't get to snowlands unfortunately but next week I'll be able to finish up that biome.
Just like the region heightmaps, there were a lot of values that needed tweaking in order for them to look good in most instances. I think right now they are okay to show off.
Model Graphics Changes
There were a few subtle lighting changes to the models in-game. One being that the shading of the models can be seen at a further distance. There was also some tweaks to this shading and tweaks to fresnel lighting that was included to the models.
In last week's weekly update I showcased ogres throwing boulders. In that video you can see that the ambient occlusion (shading) of the ogre models is not easily apparent. These changes were to fix this.
Next Week Preview
Next week I'll be finishing up some of the improvements being made to heightmaps and biomes. I also will be doing some tweaks to terrain particle effects and terrain structures (trees). Then I believe it'll be time to get started on the weapon/armor/tool forging system. Really can't wait to show you guys how this system will work! I think you guys will really enjoy it. :)
If you have any questions, comments or feedback, let me know! Your feedback is important and I'd love to hear from you guys. You can email me at email@example.com, or by dropping a comment wherever you saw the link to this blog post! (twitter, reddit, discord, etc.)