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.

Terrain Categories in Game Development - A Comprehensive Guide

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