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In the year 1346, the known world was struck by a calamity known as Black Death. By the end of the 14th century, 95% of the population perished due to disease, famine, and religious persecution. Self-proclaimed divine crusades purged the land of those deemed to be responsible for the end of days, sowing seeds of doubt in the minds of those that remained. Most major cities were razed to the ground.

Post news Report RSS Going Medieval - Terrain Creation

As the most effort went into terrain creation, that's what this post is all about. Also, that’s where the biggest changes will be seen.

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Hello future Medieval Lords,

As the most effort went into terrain creation, that's what this development post is all about. Also, that’s where the biggest changes will be seen.

The 16 unit height and 250x250 unit width map is generated by an unlimited number of randomly placed terrain brushmaps that determine its type, shape, color, and gradient. These generated terrains are randomly connected with slopes, which means that some of the terrains can, at first, be too high and/or inaccessible to players, but players can always accommodate them through the creative building, in order to reach the desired level.

Terrains that can spawn randomly on a map are:

  • Dirt
  • Grass
  • Sand
  • Mud
  • Iron
  • Limestone
  • Granite
  • Gold
  • Silver
  • Iron

And more will come later.



Brushmaps are also used to place props like trees, rocks, plants, etc., and the total number of those units can’t be higher than what is predetermined when the map is generated.

In the future, we plan to develop a whole flora system that will make it possible for some of the units to regenerate independently of map generation (eg. trees) when they are used as building resources.

We have lots more interesting stuff in work, and we’ll make another announcement later on. Also, feel free to join our Discord: Discord.gg.

Until next time,
GM team.

Wishlist on Steam: Steamcommunity.com

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