πΊοΈ World Planner β Design Your World Before Building It
While currently working on my game, I found myself facing a fairly simple problem: how do you efficiently organize a large terrain before you start placing 3D elements?
With a 2048 Γ 2048 terrain, it quickly becomes difficult to maintain a clear overall vision of how the world should be organized. You may know where certain things should go, but it can be difficult to determine how they should connect, how much space they should occupy, or simply where to start.
This is where a new feature I am preparing for Realm-Crafting Editor 3.4.0 comes from: the World Planner.
βοΈ A Plan Before Construction
The concept is quite simple: the World Planner will allow you to take an area of your terrain and create a 2D workspace from it.
The idea is similar to the way an architect works: before building a house, you start by drawing its plans.
With the World Planner, you can first think about how an area should be organized before moving on to actually building it in 3D.
A city could have its own overall plan, followed by more detailed plans for specific districts, a central square, or even its underground network.
A beach could have its own plan, independently from the city located nearby.
This means you can create as many plans as needed, with different levels of detail.
π¨ Draw and Organize Your Spaces
The plan can be annotated using simple shapes:
- rectangles;
- squares;
- circles;
- lines;
- customizable colors;
- text;
- images and accessories.
Colors can be used to represent different types of areas: forests, urban areas, buildings, roads, water, industrial zones, and so on.
References can be completely customized so that every creator can use their own visual organization system.
Images can also be used to add recognizable elements directly to the plan: top-down trees, cars, buildings, cameras, characters, or any other useful graphical element.
π Important Locations
The World Planner will also allow you to add interactive markers to identify important locations or elements.
A marker could represent, for example:
π a hotel
π a laboratory
π a train station
π a secret entrance
π a mission objective
π an important story location
These markers can contain additional information that can be viewed directly from the plan.
It will also be possible to add simple text labels to name different areas.
π Keep a Sense of Scale
A visual reference can be added to the plan to maintain an approximate sense of scale.
For example, a character or a car can be used as a reference to estimate the size of a street, a square, or a building.
The goal is not to create a perfectly accurate architectural plan, but to have a clear enough representation to make good decisions before starting construction.
π¨οΈ And Once the Plan Is Finished...
The plan can be saved, reopened, and printed.
This will make it possible to keep the plan in front of you while building the area in the 3D editor.
Why This Feature?
The World Planner is not intended to replace the 3D editor.
It simply fills a step that is often missing between having an idea and building it.
Think β Plan β Build
Instead of placing elements directly into the scene and gradually discovering what works and what doesn't, the World Planner will provide a way to take some time to think about how the world should be organized before construction begins.
It is deliberately designed to remain simple, but it can potentially save a lot of time when working on large areas.
And most importantly, it introduces a new way of designing your game in Realm-Crafting: think about your world before you build it.
π World Planner is currently in development for Realm-Crafting Editor 3.4.0.