I am an indie video game developer. I am creating a procedural open world RPG with turn-based combat, focused on realism. Below you can see what I shared about the development of this project, and if you like what you see, feel free to follow me on Twitter, where I try to update every week.
(click on the images to see more)
The worlds of the game are procedurally created by temperature, precipitation, and tectonic movement simulations.
The game creates huge terrains of more than 120km² in a few seconds, and populates them with trees and grass.
The terrain is generated considering precipitation and temperature profiles of the area.
Depending on where in the world the player is, the movement of the sun will use the longitude and latitude of the player's position as reference.
Generation of such large worlds and terrains is possible thanks to optimization techniques applied over the years of developement to the game and code.
Music is procedurally created by arranging short melodies.
The characters use an inverse kinematics system to achieve more realistic animations. And thanks to the Cascadeur software I can create my own animations.
A first preview at what the inventory system will look like.
The combat system tries to be as realistic as possible, using historical medieval fencing as a base.