Its been a few months since any sort of update, mainly due to other commitments but I was also struggling with getting my head around how to tackle randomised building generation. At this point my plan of action is…. I don’t. I can get away with having a few different variations of each building which will do for now. In the future I could always create an algorithm to make it completely random but that’ll be saved for another day.
A couple of days ago I began writing a separate prototype for the buildings which includes a new method for handling shadows. The new shadows can now work with any polygon which should work nicely with the effect I’ve got in mind for the game’s atmosphere.
Below shows the prototype in action, it achieves the effect I was after and only uses 162 triangles but this will likely multiply five fold once the textures are sorted out and extra elements like furniture are added.
I know the textures are ropey but it’s just a quick prototype to demo the progress. It’s also a good testbed for building related feature development.