Terrain Categories in Game Development - A Comprehensive Guide
Terrain Categories in Game Development
This is not a complete list of terrain categories, but rather a sample.
categories = {
'unknown' = {
'color' = { 255 0 0 }
}
'ocean' = {
'color' = { 40 83 176 }
'movement_cost' = 1.0
'is_water' = 'yes'
'sound_type' = 'sea'
}
'lakes' = {
'color' = { 58 91 255 }
'movement_cost' = 1.0
'is_water' = 'yes'
'sound_type' = 'sea'
}
'forest' = {
'color' = { 89 199 85 }
'movement_cost' = 1.5
# 'combat_width' = -0.20
'combat_width' = 84
'combat_support_width' = 42
'ai_terrain_importance_factor' = 5.0
'match_value' = 5
'sound_type' = 'forest'
'units' = {
'attack' = -0.15
# 'movement' = -0.2
}
'enemy_army_bonus_air_superiority_factor' = -0.1
'supply_flow_penalty_factor' = 0.08
'truck_attrition_factor' = 0.2
}
'Desert' = {
'color' = { 238 232 170 }
'movement_cost' = 2.0
'combat_width' = -0.10
'units' = {
'attack' = -0.05
'defense' = 0.05
}
'enemy_army_bonus_air_superiority_factor' = -0.1
'supply_flow_penalty_factor' = 0.15
'truck_attrition_factor' = 0.2
}
'Mountains' = {
'color' = { 139 137 137 }
'movement_cost' = 3.0
'combat_width' = -0.20
'combat_speed' = -0.20
'units' = {
'attack' = 0.10
'defense' = 0.20
}
'enemy_army_bonus_air_superiority_factor' = 0.1
'supply_flow_penalty_factor' = 0.25
'truck_attrition_factor' = 0.3
}
'Urban' = {
'color' = { 128 128 128 }
'movement_cost' = 1.5
'combat_width' = 0.10
'units' = {
'attack' = 0.05
'defense' = -0.05
}
'enemy_army_bonus_air_superiority_factor' = 0.1
'supply_flow_penalty_factor' = 0.10
'truck_attrition_factor' = 0.1
}
'Hills' = {
'color' = { 139 126 102 }
'movement_cost' = 2.5
'combat_width' = -0.10
'units' = {
'attack' = 0.05
'defense' = 0.10
}
'enemy_army_bonus_air_superiority_factor' = 0.05
'supply_flow_penalty_factor' = 0.12
'truck_attrition_factor' = 0.15
}
'Swamp' = {
'color' = { 107 142 35 }
'movement_cost' = 3.0
'combat_width' = -0.10
'units' = {
'attack' = -0.05
'defense' = 0.05
}
'enemy_army_bonus_air_superiority_factor' = -0.1
'supply_flow_penalty_factor' = 0.20
'truck_attrition_factor' = 0.25
}
}
This sample demonstrates various aspects of terrain categories, such as:
- Color: Determines the visual representation of the terrain.
- Movement Cost: Influences how difficult it is for units to traverse the terrain.
- Combat Width: Affects the number of units that can engage in combat on the terrain.
- Units: Defines bonuses or penalties for units operating on the terrain.
- Air Superiority: Modifies the effectiveness of air units on the terrain.
- Supply Flow Penalty: Affects the efficiency of supplying units on the terrain.
- Truck Attrition: Influences the rate at which vehicles deteriorate on the terrain.
By thoughtfully defining terrain categories, game developers can create engaging and realistic gameplay experiences.
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