First public build
![](https://img.itch.zone/aW1nLzE5Nzk2OTY1LmpwZw==/500x/q0Xx8J.jpg)
Welcome to my game design diary!
Here I want to share about the project I started in summer 2024.
What is is about?
The hex-terrain was born from the idea of creating a permacultural terraforming simulator. I am infinitely thankful for my former teacher and bachelor advisor Csongor Baranyai, who introduced me to permaculture and invoke a strong interest to the metaphor of game design as gardening. I am also extremely happy to have met my partner, who is a permaculturalist with 10+ years of hands-on experience and co-developer of the project. We think that more people shoud know about permaculture and the best way to spread the word is through play!
Why voxel?
I immedeately decided on voxel-based system, because I want each particle of the world to hold its own properties and spread influence to the neighbors. The literal fundament of the simulation is ground - and this is what had to be done first. So I started with terrain generation.
Why hexagons?
This was an idea of my partner: hexagon is much more of a natural shape than cube. Also, hexagons are used in many games, board and digital, for a good reason - 6 directions avaliable instead of 4 on the grid. Also, hexagons are bestagons!
What's next?
Some things I already tried out a bit and want to implement in the next iteration:
- interactable cells: removing, adding tools
- primitive water simulation: flows, gravity
- erosion simulation: water influence
- color divercity: more cell types identifiable by color
Files
Get Hex-Terrain (working title)
Hex-Terrain (working title)
interactive procedural generation of terrain based on hexagonal voxel grid
Status | Prototype |
Author | Firewalk |
Genre | Simulation |
Tags | 3D, hexagon, Procedural Generation, Prototype, Sandbox, Voxel |
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