Game Development Reference
FIG 7.3 Two trees on a terrain (a)
with no detail and (b) with detail.
you will find taller reeds and grasses. There is a reason why nature looks the
way it does, and if you want your maps and terrain to be convincing you
need to notice the little things.
Figure 7.3 contains a screen capture of two trees in a Unity scene: (a) just the
tree added to a terrain and (b) the tree surrounded by detail with shadowing
and other camera effects added. Note how the tree in Figure 7.3b is more
convincingly part of the landscape than the one in Figure 7.3a . The idea is
to strategically position objects and use special effects to remove the harsh
boundary where one object meets another.
If you are creating a map based on a real-world landscape or building, go
to that building. Sit and observe. Take photographs. If you're mapping the
inside of a hospital, go and have a look at all the things in a hospital that
make it look and feel like a hospital. The colors, charts on the walls, trolleys,
exit signs, and markings on the floor, to name a few, are all symbolic things
that will keep the player immersed in your game environment.
7.2.5 Map Layout
Physical map layout differs dramatically according to the restrictions of
perspective, narrative, and genre. Sometimes the logical structure of the story
and the game play paths from start to end match with the analytical structure