Blog 747: Terrain’t No Other Way

I mentioned in my last post that when I first tried to make hand-crafted levels, I lacked the tools to make it work; hence my slide into the clutches of procedural generation. So what’s changed?

Why, I’ve started to reimplement the Warcraft III terrain editor.

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Blog 746: The 5th Day

The Worm Ouroboros, that forever eateth its own tail. That’s my development cycle.

I spent a year and a half, maybe even two years, building Exon as a procedurally-generated dungeon crawler. Over that time I rewrote the level generator at least six times, edging ever closer to a system that would actually make nice playable levels and not be insane to extend and tweak.

Then I decided it was time to finally attempt natural cave levels to break up the bunkers, and the whole thing fell apart again. Feeling that the near-constant rewrites of the level generator suggested a more fundamental problem with my approach, I have decided to change direction.

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