If you want procedurally generated content in your games, you often have to rely on your own ability to develop the desired tools. This can be limiting for newer game developers, leading to certain types of gameplay not being considered when designing games. One instance of this problem regards procedurally generated planets, a rather uncommon type of game world, with a lack of tools online to create your own. To improve upon the issue, this paper sets out to explore how a tool can be developed to supply game developers with worlds in the form of planets. This resulted in Planet Designer, a Unity tool for quickly generating diverse planets with the potential to be used in a variety of game concepts. The tool utilizes layers of manipulated noise to generate wide ranges of terrain, which can be populated with trees, bushes, stones, etc. using a brush. By playing around with the terrain and ocean shaders, the user can give each planet a unique aesthetic through different colors, textures, and thresholds. The paper features an extensive description of how the tool’s features were implemented, and how the tool was evaluated, as well as a discussion about why the tool is considered a valid solution to the problem.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:mau-61133 |
Date | January 2023 |
Creators | Tripkovic, Filip |
Publisher | Malmö universitet, Fakulteten för teknik och samhälle (TS) |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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