• Register

Feudums is all about the vibe and feel for epic medieval strategy game campaigns, with writing, game design, visuals and music all serving a single purpose: to present a unique and unforgettable tale shared between the players every time they dive into the game's world. Inspired by the strong vibe of 90's classic Amiga & C64 games like Defender of the Crown and Lords of the Realm, the cool story-driven-sandbox style of Mount & Blade games, the great grand strategy mixture of Crusader Kings and the diplomatic and intrigue aspects of fan-favorite novels like Game of Thrones (A Song of Fire and Ice).

Post feature Report RSS The Making of Feudums - Creating a map

Come and check our new series about the making of FEUDUMS - let see how we are creating a map.

Posted by on

FEUDUMS MMO



The Making Of Feudums

IV. Creating a map


As we intend to give you insight into the project, Derek has just started a somewhat technical topic about The Making of FEUDUMS. If you're interested to learn about techie black magic and fascinating technical dilemmas, you may want to follow it!

splitter

Hi guys,

I’ve already posted a map related article but that introduced the maps from a player’s perspective. Today I’ll write about a more technical perspective - how we store the map info, how we edited and managed the data.

When we started to work on the basics of the Feudums game engine, the first idea was to store the map information in an image. An RGBA image has 4 component values and using the 0-255 range with different meanings it gave enough space to store lots of information. We described the tile type with the red value and blue has been the rivers, etc.


The rough concept behind the image map was that we were going to modify the map by a simple drawing application, where we can modify the pixels' colour values comfortably. It sounds easy indeed, and was OK till we had just developer maps. Drawing a vast plain is not a problem with a painting tool but you can imagine how hard it could be if you want to get an ultimately diverse map that will fit with the players' expectation. Modifying every unique pixel’s colour values - a nightmare to say the least.

Not being suicidal, as soon as we had to prepare the first map for the first teaser video, we gave up the idea that we would draw the maps by hand, and we brought up the map editor on the task list.
The map editor has always been the part of the game because we want to open up the worlds for the players to create and form their own maps to play on.


With the new map editor, creating a new map became an easy job. But creating a good map still remains a challenge...

splitter
You may also like these articles!

More on the Making of FEUDUMS:
FEUDUMS Splitter DotBirds and Herds
FEUDUMS Splitter Dot"HIC SUNT DRACONES"
FEUDUMS Splitter DotView Levels
FEUDUMS Splitter Dot



splitter
Don't want to miss anything? Follow us on...
Be a Backer for Exclusive Benefits!
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: