13 votes

Game development book about creating open worlds, geography and nature?

Sorry if this is not the right place to post this.

I'm interested in a book about game development for the creation of world's, topics I'd like to see covered are:

Is anyone aware of any material that may help me learn about the implementation of said topics. They don't need to be fully automated like a scene generator. Understanding immersion would also be important.

And perhaps while I'm at it if you have any favourite game development books I'd love to know them.

4 comments

  1. UP8
    Link
    I went through a phase two years ago where I read a lot about theme park design that had to do with both the interpersonal stuff I was going through and the side projects I was working on. I think...

    I went through a phase two years ago where I read a lot about theme park design that had to do with both the interpersonal stuff I was going through and the side projects I was working on. I think this is relevant to video games both directly but also because we're going to see VR and AR apps that aren't really a game but are based on the same technology and similar to theme parks in the storytelling methods used.

    Here is a list

    https://www.themedattraction.com/theme-park-books/

    3 votes
  2. [2]
    Bwerf
    Link
    I would try and look at gdc presentations about procedural generation and their references.

    I would try and look at gdc presentations about procedural generation and their references.

    3 votes
    1. valar
      Link Parent
      Found some good stuff there, I particularly liked the video behind the design of ghosts of tsushima

      Found some good stuff there, I particularly liked the video behind the design of ghosts of tsushima

      1 vote
  3. Reapy
    Link
    http://procworld.blogspot.com/?m=1 This blog hasn't been updated in a long time, but it's an incredibly interesting read about procedural generation. If go all the way back and read forward to see...

    http://procworld.blogspot.com/?m=1

    This blog hasn't been updated in a long time, but it's an incredibly interesting read about procedural generation. If go all the way back and read forward to see his struggles and insights while creating different procedural engines. He had originally worked on star piece, an old online economy game, then worked on polygon/voxel engines which eventually was purchased as the main engine for EQ landmark. There are some good discussions about l systems and implementations and the like.

    Another one to look up would be a gdc videos about the procedural generation in caves of qud, they had an interesting take on generating good stories vs pure volume like dwarf fortress does.

    3 votes