World Building Lesson 3

Congratulations, you are now in the final module of this course. You did it, everyone is so proud of you.

This module’s purpose is to set a fire within you. To reveal an inner layer of passion in preparation for your Module Three Project, Procedural World Building in Scratch.

But before we dissect what that means, let’s crack open a little can of worldbuilding theory.

World Building and Game Development

In Stardew Valley, Eric Barone aka Concerned Ape leveraged their world building skills to create a novel user experience

Some of the richest examples of world building come from the environments in open-world games we know and love. Games like Skyrim,
Stardew Valley, and Dungeons and Dragons make use of world building tools in order to provide an entertaining experience to the end-user.

There are numerous comparisons that can be made between the process of developing games and developing worlds, and in many cases one of these processes may very well lead to the other.

In creating worlds you will likely equip certain game-building tools. Making the rules for your world, developing hiarchies and relationships, as well as creating the interactive environment for your
world are all processes found in game development.

This course’s final project has us developing a world builder that procedurally generates a map of our world.
Procedural Generation is defined as “creating data algorithmically as opposed to manually, typically through a combination of human-generated assets and algorithms coupled with computer-generated randomness and processing power.”

In world building we often use Procedural Generation as a tool because it allows us to use programmed logic or code to complete a creative task that would otherwise be virtually impossible to complete. Let’s face it worlds are BIG, and BIG thought structures contain a lot of information, a lot of assets, and data which means as a worldbuilder, you’ll likely be devoting a good portion of your time into generating this data. By procedurally generating aspects of our world, we can make this gargantuan task a reality, all while creating deep and meaningful experiences within our worlds.

In our last brainstorming session, we’ll focus on the layout of our world on a large scale. This brings us to the issue of developing geography for your world, etching out your worlds oceans, mountains, deserts, and contemplating the climate of your world.

Most worlds are subject to the external forces of science and other metaphysical structures. What sort of plants, chemicals, soil, and clouds are present in your worlds. Contemplate the atmosphere of your world, do your inhabitants breathe air, is your world completely frozen, under water, a sweltering toxic wasteland?

Physics is often overlooked as an important component to the world building process. Physics, as defined from a world builder’s perspective,
is the way in which your world behaves. Physics can explore the effects of gravity on your world, does you world have multiple moons, suns, or other nearby celestial objects that effect
the nature of gravity, the way in which the tides work, how and what crops grow, the way cellular organisms are formed, the way hours, weeks, months, and the calendar year works on your world.

The decisions you make in this module may have large consequences on the characteristics of your world, so GO WILD!

And with that in mind, we have now reached the end of our final world building theory presentation, you are now free to roam about your created cosmos.