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Question by G3R1 · Aug 27, 2016 at 05:04 AM · terrainprocedural generation

What do I need in order to achieve what I want for this case ?

Hi guys,

I am a complete noob in game development but I have started to understand some things anyway. :P Let me explain the situation I'm in right now :

I am trying to develop a 3D game with a running character (almost like subway surfers or looney tunes dash), but first I need to undestand something about the terrain I am going to model. The idea of the game is that the player starts the game running in a particular place or terrain for example in a desert and then after running for a good time another terrain appears like a forest or a sea(water) etc. Different terrains keep appearing during the time that the player is running till the player dies and then the game starts from the beginning.

Now the problem is not that I don't know how to model these terrains but how do I connect them with each other. Should I create them all together or should I use procedural generating terrain. The thing is that I have thought to put a lot of different terrains because the player might be an expert and I want the terrain to end after a lot of time so he never wins. :P

I would appreciate any help or suggestion what to use and how to achieve what I want. If there are materials that i can read or tutorials that can help me or even books it would be awesome.

Sorry for my english. :D

Thank you, Gerald. :)

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Answer by jdean300 · Aug 27, 2016 at 06:09 AM

This seems like a good use of SceneManager.LoadScene with LoadSceneMove.Additive. This will allow you to add a new scene onto a scene you currently have open. You could select the scene randomly to give variation.

Alternatively, if each level is really just a different look, you could instantiate the objects required when the player is close to the end of their current level. To connect them you have a couple options:

  1. Create a game mechanic that momentarily blinds the player so they don't see the transition point (Burrito Bison basically did this if you're familiar with that game).

  2. Model transitions between each different type of scene and instantiate them as required. More work, but looks good.

  3. Just have the terrain instantly change to the next at a certain point. I really doubt this point is something that is going to bug players and is easy to do.

Procedural generation is most likely over kill in this case and will slow your development a lot.

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avatar image G3R1 · Aug 27, 2016 at 12:06 PM 0
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Thank you for your reply, it really helps me think more about the idea of the game. If there is any tutorial that explains this would help me a lot. :)

Thanks again, waiting for other replies though if there is any other trick i can do. ;)

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