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Daydream Grid

Daydream_Grid-Shot-009.png
Details

Version 0.1.2

Download

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Software Used:

  • Blender

  • Godot

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Game designed to give “walking around new neighbor hood” feeling.

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Only have tile/chunk and building generation.

If it lags, walk back until it stops lagging and try walking forward again. Standing still probably wouldn’t help.

WIP_buildingSmall_00.png
Background

This is a topic/theme I’ve been messing with for a while. Making building / environment that gives me walking in new neighborhood feel.

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Right is some older projects. Messing around trying to see what combination is needed to get the right reaction. Also seeing how I could modularize it.

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Current version only generates flat terrain so far, but as the “dream” in the name suggest, initial plan was to make it more absurd.

e.g. go into building, when there’s no visible window, ground level could change.

Daydream_Grid-Shot-005.png
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Tile Assets

Current tile spawn order is:

  1. Tile

    • With gaps for filler
    • 50 x 50

    • 50 x 100 (to be added)

    • etc

  2. Filler

    • Random path

    • Building placements

    • etc

  3. Building

    • Random height

    • Random rooms

Daydream_Grid-Shot-001.png
Daydream_Grid-Shot-003.png
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Clean up

After few importing and messing around in Godot, plan now is to change / unify how I do things:

  • Redo how rooms are made

  • Expand tile variation

  • Clean assets

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Room will be changed from, being made fully in Blender to, make smaller assets to be assembled in Godot

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Since current method works(?), tile will increase in variation.

e.g. 50 x 100, 100 x 100

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Finally, clean & unify existing assets.

Current state of assets, folder structure, origin point, naming, is all over the place. All the left over as I was figuring out how to tackle this project.

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