You may have seen the arrival on my social media profiles, but the game prototype has arrived. "Town Guard" is now a thing. Now for some intensive playtesting.
A working computer and scanner...that means it is time to get back to work on the geomorph sequence. A lot of the discussion in this set of tutorials has been focused around square geomorphs. They're the easiest for most people to wrap their heads around. But my preferred form of geomorph is based around the hexagon, these tend to produce more organic and interesting shapes. This is true for natural environments, but it's no less true for urban environments. The example set of geomorphs above as a simple two-phase system. One edge type is plain, the other edge type has a road piercing the centre. There could be dozens of combinations and permutations for each of the two phases around the hexagonal edges, but a quick look at the variety of buildings and road shapes shows that there could literally be hundreds of possible options when drawing these map fragments. But you certainly don't need to create hundreds of designs for the system to be effective. Usin...
Here's something I've been working on...inspired by the recent work of +Dyson Logos . (Awesome, I can stick google+ links in my blog posts now.) Click the image for a larger view, or to download it.
After numerous requests to get back to map tutorials, it's time to start our new series. This time focusing on the concept of geomorphs, modular map fragments that can be mixed and matched. We'll start with a couple of theoretical tutorials before sinking into a few more practical posts. I'm predicting a dozen or so posts in this sequence, but let's see how long it lasts.
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