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Camp 2 - The Vast Desert
"Woooow. This place is soooo huge! Look at the mountains! Loooook! I could
explore forever!"
(later)
"Erm… now I think this place is really big, but I can't tell. Everywhere
looks the same. Helloooo?"
(later)
"Bugger. Here comes that tree again. Hello tree. I'm guessing this rough collection
of 8 trees is meant to represent a forest. How spooky."
We realised we'd need something new. Our lead engine programmer Martin spent a couple
of months producing our first proper landscape engine, and soon we were clustered
excitedly around his screen watching four kilometres of wild rock and scrubland
stretch before the camera. This was a feat in itself. However, we knew dense, lush
plant life was necessary to achieve 'the look'. However, placing each plant by hand
would take years, so we needed another method.
Martin and our artists proposed a method of having the engine automatically look
at the soil on the various sections of landscape and 'grow' the plant life relevant
to each terrain type. After several weeks of clattering keys, plus the consumption
of vast quantities of both of the food-groups Martin relies upon (Red Bull and cheese),
people were gathered around his monitor to see the new organic landscaping system's
first test.
The results were astounding. A small hill rose above a field of reeds, its grassy
top soft and luxuriant against the blue sky. Bluebells shook with the wind and long
grass billowed gently against the player's legs. It lent the whole scene a sense
of real softness, density and true fairy tale idealism. This was going to be something
special.
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