These will all work in basically the same way - they scatter the landscape with whatever, without forcing the designer to place every last item. So have a random deciduous forest tool, a random evergreen forest, random flotsam and jetsam, rocks and boulders, bushes and greenery, bones and broken armour and so on. You can never have too many random tools - as you say in your tutorial, the more detail you add, the better. but even 2-3 to start with would be an immense help.Ĥ. There's loads you could make, given time - mountains, hills, dunes, islands, plains, cliffs, icefields, craters, etc. How about a basic terrain randomiser tool? Make it a draggable and scalable rectangle or circle so that you can, for example draw random mountains over half the map, then merge them into hills on the other half? And by scalable I mean so that you can set tiny mountains for a country-scale map, down to a quarter-mountain for a craggy cliff face next to a tavern. However I have made some okay maps in the Wesnoth game by using its built-in random map generator to start me off. Very hard to make a flat green map into something good if you lack artistic talent. A blank map is really hard to start from! One thing which strikes me is that you start by default on a flat green map. They may need more work, but it would help if what you had done already was visible without having to go to an external web site.Ģ. Why are you keeping the video tutorials so secret? :-) Put links on the store page here, pin them to chat, and put them on the product website! Upload 'em on the videos tab too. Some other suggestions for you, after my first impressions. I also made some similar comments on Dungeon Alchemist which Wildshape seems to address several of
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