Bringing Landscapes to Life - Texturing Terrain in Empires and Embers
Feb 20, 2024
Greetings, strategists!
In previous blogs, I delved into the generation of terrain in Empires and Embers, covering features like elevation and biome placement. But an untextured map, while functional, lacks the immersive visual punch players crave. Today, let's discuss how I'm applying textures to breathe life into these generated worlds!
A Dynamic Approach - Leveraging Elevation and Moisture
My method goes beyond basic 'biome = texture' swapping. In Empires and Embers, I want landscapes to tell a story – weather-beaten peaks hinting at harsh conditions, or lush valleys where resources are likely abundant. That's why I've developed a texturing system driven by two core factors:
- Elevation: As you go higher, terrain transitions naturally. Think rocky, bare mountaintops giving way to sparse scrublands below, before reaching forests in the lowlands. Texturing will make these transitions seamless.
- Moisture: This will create subtle variation within biomes themselves. Lush green meadows won't be uniform - moisture gradients will make some areas lusher than others, perhaps sun-baked regions within an otherwise verdant zone.
The Workflow and Tools
Here's a behind-the-scenes peek at my current setup:
- Data as a Guide: Each hexagon tile stores its elevation and a rough 'moisture' value generated alongside the base terrain. This data directly informs my texturing approach.
- Texture Library: I'm building up a collection of textures - rocks, different soil types, grasses, etc. Careful choices here add variety for specific elevation/moisture ranges.
- Blending is Key: Using Unity's shader tools, I aim to blend between textures where zones meet. This means avoiding harsh lines, letting the landscape feel gradual and natural.
Early Results and Challenges
While still in the development stage, early screenshots already show promise! However, challenges emerge:
- Performance vs. Detail: Vast maps need fine-tuned texturing. Finding the right balance between rich detail and a smooth frame rate will require constant testing on a variety of systems.
- A Living System: If moisture plays a role in resource generation down the line, ensuring those systems 'read' textures correctly for gameplay logic is important.
Future Refinements
This technique opens up many gameplay possibilities in the long run:
- Seasonal effects: Snow-capped mountains in winter, rivers bursting with meltwater in spring? Imagine dynamic texturing driven by in-game events.
- Strategic Impact: Might elevated plateaus suffer from low moisture during harsh seasons, directly impacting farmland yields? Texture changes could provide visual cues beyond UI feedback.
Your Contributions Welcome!
What kind of texture details are important to you for landscape immersion? Would you enjoy seeing in-progress screenshots of this system evolving? Let me know below!