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What is possible with Planet Tech V4 in terms of unique environment landmarks?
Sebastian Schroeder · Senior Environment Artist

I mean, it depends what people consider to be unique environment landmarks, I guess. The fact that we are no longer tying a biome to a specific height map allows us to do a lot more diverse things. So we could, for example, have a giant desert and just put one single oasis somewhere in there, which was not a thing we could do before without sacrificing an entire set of height map data just for that. So that's always exciting, and you will see it from space if it's big enough.

Michel Kooper · Lead Environment Artist

To add to that, I think with how the system works now, like Seb already mentioned, we're no longer repeating tiles that have a specific combination of this height shape, this terrain shape with these asset types and these colors. So all the elements are completely blended or mixed together in a unique situation everywhere. So depending on the temperature, depending on how this mountain range happens to be in that region where it's warm or hot or cold, what types of assets and all this stuff. So every area is in its own way more unique. And if we talk about landmark things, the goal of the tool is to do 80% super procedural and not have to worry about it. And that frees up more time for us to do more specific crafted areas. We have outposts, which are more purposefully built. It's a point of interest for the players to go to. On the organic side, we would like to do similar aspects to that. I think caves are a good example of organic points of interest for players to go to. And I could imagine having a massive rock or something big that is set up in the same way like we would do a cave or an outpost, that has similar things that would draw a player to it, but it's not necessarily manmade. This is something that we'll continue to explore. I think caves are a good first step.

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Published on this date.2019-12-13
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