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DevBlog #1 - Game

     Programming is going along relatively smoothly as I have made a substantial amount of progress in just a couple of days. I have created a system that generates realistic looking terrain formations that are based on perlin noise. I created a system that creates a bunch of hexagon tiles in a giant square (I am working on changing it from a square and into a giant hex board), and then uses perlin noise to generate a y value at the exact center of the tile. This Y value is then used to determine which type of tile it is going to be (Deep Sea, Shallow Sea, Sand/Desert/Beach, Plains, Mountains). 



    I then used a random number generator and a small frequency generator to place terrain objects like rocks, trees, and bushes onto the tiles that are supposed to have them on it. The picture below looks horrendous and the picture above looks pretty bad too, but all of it is place holder art used to see proof of concept. This is what it looks like with "bushes" and "trees".


    In addition to making the terrain generation system my friend and our studio's lead artist came up with some pretty cool concept art that helped us nail down the exact look of the game that we where going for. 


    The last thing I worked on for programming was the creation of a camera controller. The camera, much like other games in similar genres, allows you to pan, zoom, and rotate with both the mouse and the keyboard. Unfortunately their is no good image as it was just code. Promise to have a better one next time.

    The last thing that I worked on was setting up a system that would allow me and my friends to all work on our game. We where initially going to hook up unity's built in collaboration tool but that had changed since we last used it. Now we would have had to pay if we went over 3 users, or 5GB. Naturally this was not going to work so I escalated to the absolute max. I connected our game to GitHub and created a repository that would allow as many people as I wanted to be able to work on our game when ever we wanted. All they had to do was connect to it with GitHub and then manually download and upload to GitHub when they had changes or wanted a newer version. In the end I personally think that this is a better solution as it is easier, but most importantly free!

    Hopefully I will have more to share in the upcoming YouTube devlog that I will be releasing, but if not you can always keep coming back to read my blog.

    See ya!

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