open city
π§ Tools & Tech Stack Recommendations
Engines:
Unity β Great for versatility (C# scripting). Strong asset store and community support.
Unreal Engine 5 β Stunning visuals out of the box. Best for large, realistic open worlds. Uses Blueprints (visual scripting) or C++.
Godot 4 β Open-source, lightweight, great for indie devs. Uses GDScript (Python-like).
World Creation:
World Machine / Gaea / Terrain.party β For realistic terrain generation.
Blender β For creating and animating 3D models.
SpeedTree β For generating trees/foliage procedurally.
Project Management:
Trello / Notion / ClickUp β Organize features, bugs, tasks.
GitHub / GitLab β For version control, especially important with large projects.
π How to Structure the World and Systems
1. World Layout:
Start with a world map (can be paper or digital).
Divide into regions (biomes, zones, etc.).
Add points of interest (cities, dungeons, landmarks).
2. Systems:
Modular architecture β Think in systems like:
Inventory
Combat
Quest System
AI behavior
Day/Night cycle
Build and test systems individually before integrating them.
3. Streaming & Optimization:
Use Level Streaming (UE) or Addressables (Unity) to load parts of the world dynamically to save performance.
π¨ Where to Find Assets or How to Create Them
Free / Paid Asset Sources:
Unity Asset Store
Unreal Marketplace
Sketchfab
Kenney.nl β Great for 2D/3D free game assets
[CGTrader / TurboSquid] β More premium models
Creating Your Own:
Use Blender for modeling and animation (free, industry standard).
Substance Painter for detailed textures.
Learn modular modeling (e.g., walls, doors, rooftops) to reuse pieces creatively.
π§ Tips for Keeping the Scope Manageable
Start Small β Prototype one town, one quest, one enemy.
Vertical Slice β Build a polished demo of all core systems in a small area before expanding.
Cut ruthlessly β If it doesnβt serve the core experience, toss it (for now).
Reuse assets creatively (e.g., recolor or rotate a tree = different tree).
Plan for scalability β Build systems you can easily expand later.
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