2025-06-08 Larger World
Larger world and other stuff
published: Sun 08 June 2025This week was supposed to be about building a larger world to play around in. However, I quickly realized that there are so many other aspects of maps, terrain, etc. that need to be worked on first. So this week turned into a hodge-podge of fixes and random feature additions.
The most relevant changes to the original goal are terrain biomes, a larger base world, and a population manager. The terrain biomes have their own terrain and background colors and will eventually have their own art for various other aspects. The larger base world is mostly just to test out how easy the world editor is to use. It isn't. I've got a bunch of ideas for improving that. The population manager is the big new feature, but is really just a tick timer attached to some info about how many of each actor should be spawned.
Some other improvements to the world editor include automatically switching tool tabs and dropdowns when clicking a selectable point; an overhaul of the display so the editor uses the same graphics as the main game; a greatly-increased zoom limit when in the editor to facilitate a larger view of the world you're working on; subdividing long terrain into shorter segments (for better biome calculations); and finally converting all terrain/object positions to integers to reduce floating-point wonkiness.
One breaking change I made is shifting from using <system_user_dir>/godot/app_userdata/MorCol
to <system_user_dir>/MorCol
. Better branding and easier to navigate to. However, this means you'll need to manually copy over any config or custom worlds you had previously created. This is hopefully the last breaking change, but I make no promises.
While playing, pay particular attention to whether or not you can walk sideways through pass-through platforms. This is a long-standing annoyance I've had with Godot, but I believe I solved it this week. If you encounter being stuck on said platforms, make sure to take a screenshot and send it to me!