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We've been spending some time above ground this week, away from the darkness of the dungeons. Here's a look into the Unreal versions of our old open world maps:
It's difficullt to decide how to set these worlds up, as most Rogue-like games are proceduraly generated, with little to no open world aspects. Although we do share that mechanic, I want to keep those areas seperate. I can appreciate a good procedural dungeon crawl, but I can appreciate the freedom an open world provides even more. The idea is to carve out key sections that will house randomized elements. So, even though the map terrain itself will never change, the objects and settings within can be scrambled.
I dug up the last remaining screenshot of our Lead island, to see the difference being made.
At that was pushing it to the max.
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