So what have I been up to concerning Omnimyth since the last DevBlog? Well, I decided to go back to the drawing board with the terrain generation. Again. The 3D terrain was buggy, difficult to edit, and to be frank, it just looked ugly. Or, if not ugly, it didn't look how I envisioned Oternia. I know it seems like I'm thrashing about with no direction, but I definitely have an end goal in mind.
The new terrain will be a 2.3D style, using special placement of 2D sprites and textures to create a sense of the third dimension. As far as I can tell from a few sporadic google searches, a procedurally generated 2.3D world has never been attempted, let alone completed and released into a game. As ever with Omnimyth, I'm pushing the boundaries of what can be done with today's software.
So basically, this is what I've been up to:
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