Tag: Technical
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Building Open-World Save Systems
One big question when building an open world game is how saving and loading of states will function. With so many complex systems, ensuring that this works takes a lot of effort and planning. Here’s how I built Ardenfall’s save system so far, and various things I have learned. This is a very technical post,…
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Quickie: Building a Scene Batcher for Unity3D
Ardenfall’s world is split into cells – each cell being a square chunk of the world. Each of these cells hold a lot of info – foliage data, region information, a scene, and other stuff. A lot of this stuff is automatically generated, because otherwise I’d die trying to get it all done! At first,…
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Our Foliage System for Unity
A Custom Foliage System As everyone knows, Unity’s terrain / foliage system isn’t exactly modern. Hence, I’ve been doing everything I can to avoid the horrors of these systems. The first step in that direction was to build my own foliage system. Cell Based Data First off, a simple explanation of Ardenfall’s world-data structure is…

