Procedural Generation

#15 Shadows and Storyboarding

 

SECRET

DigiMastered Works LLC

Office of Development

DMW107IB1015

Date 10/04/2022 02:00 PM

THIS IS FINALIZED INTELLIGENCE

 

To: The People
From: Tanner Fry
Subject: Shadows and Storyboarding

 

A Dynamic World

    Bringing life into the game requires mimicking nature. That could mean adding grass, trees swaying, wind, storms, and even specific sunlight in different scenes. Over the last month small amounts of development has taken place. Mostly with storyboarding but a large accomplishment can be attributed to integrating shadows. Cue the showcase:

A visualization of shadows for environment objects and buildings.

Shadow Timelapse

#14 Agent Actions

 

SECRET

DigiMastered Works LLC

Office of Development

DMW107IB1014

Date 09/04/2022 12:00 PM

THIS IS FINALIZED INTELLIGENCE

 

To: The People
From: Tanner Fry
Subject: Agent Actions

 

Operation Actions

    In the quest for improvement and the need for additions, operations have had a few changes. As talked about in our previous article, actions are a large part of any stage within an operation. Actions, currently, are the only way to make strategic and tactical decisions on a grand scale. If you've been following this developer blog, you'll know that we've talked about how operations allow players to assign actions to agents within their agency. Through creating different stages within an operation a player can strategically segment different actions for different needs. 

#13 Enhancing Scenery & Buildings

 

SECRET

DigiMastered Works LLC

Office of Development

DMW107IB1013

Date 08/03/2022 12:02 PM

THIS IS FINALIZED INTELLIGENCE

 

To: The People
From: Tanner Fry
Subject: Enhancing Scenery & Buildings

 

Water Shading

    For a while now I've been trying to tackle the issue of depth on the map. One area of concern was the map's terrain. Currently, the terrain is split into 9 regions. They are as follows: Water Deep, Water Shallow, Water Edge, Sand, Grass, Grass 2, Rock, Rock 2, and Snow. To give the terrain more depth the water edge now has a shadow below it. In the first image below you will see the depth visualized as red while the second image shows its true in-game color.

#12 Operations and the Environment

 

SECRET

DigiMastered Works LLC

Office of Development

DMW107IB1012

Date 07/03/2022 11:27 AM

THIS IS FINALIZED INTELLIGENCE

 

To: The People
From: Tanner Fry
Subject: Operations and the Environment

 

Operations and Their Structure

    Grab your coffee and take a seat because this update is lengthy. Over the month of June the Director's operation board has received quite a few changes and enhancements. While building out more functionality to the board, the underlying structure of an operation has increased in size. This was expected but the workload was not. Below we will talk about the overview of the operation system, what an operation contains, and how it is used.

#5 Major Design Changes

 

SECRET

DigiMastered Works LLC

Office of Development

DMW107IB7005

Date 11/21/2021 08:03 PM

THIS IS FINALIZED INTELLIGENCE

 

To: The People
From: Tanner Fry
Subject: Major Design Changes

 

Scale and Adding Depth

    Quite a few drastic changes have taken place over the past month. Some of them would be considered toss ups while others leave that uneasy feeling inside. The biggest decision being the scale of the art in AIA. A lot of thought has gone into whether more detail is needed or if the current designs and artwork will suffice. 

    For instance, our first approach doesn't allow game objects and buildings to express their details or animations as well as high resolution images but does add depth to the buildings.