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But if it's supposed to represent earthen terrain, it should at least somewhat look the part. They could be for another planet or a completely different reality. This doesn't mean that maps have to appear like they're part of our planet. There isn't a single best approach for this, but there will always be a trade-off between believability and playability.īelievability is about the player of a game accepting that a map is possible and real. What kind of map-generating algorithm you need depends on the kind of maps that your app requires. To make all this possible, we have to create an algorithm for generating maps. Not knowing the layout of the map you'll play on beforehand is essential when exploration is a big part of a game that's meant to be played more than once. That would make it possible to play a game with a new map every time, ensuring that each new game session will be different. A step further is to do away with manual design entirely, fully relying on the app itself to generate a finished map for us. It would be convenient if our app could help a designer get started by generating a map for them, which they could them modify as desired. While we can manually create any map we like, this can take a lot of time. This tutorial is made with Unity 2017.1.0.
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It is the first of a few tutorials that will cover how to generate maps procedurally. This is part 23 of a tutorial series about hexagon maps. Make it possible to generate the same map again.Support multiple configuration options to create varied maps.Control how much land appears, how high, and how erratic it is.Raise chunks of land above the water, and sink some.Fill new maps with generated landscapes.