Hey!
I’m developing a game and I’d like to find out what unity is capable of in terms of my requirements for my projects.
The idea is that I have a character traversing over very large, open environments very freely.
These environments represent believable locations of planet surfaces and locations in space.
Each environment is a seperate level, with the difference between planet and space levels being that space levels have no gravity and no terrain that prevent downward movement. Other than that, its mostly the same.
Now the question is, how can I achieve the following and is this even possible to do:
I want a level to be a large, low-detail, open area with virtually no limit how far can the player go. In both images, the center area is depicted as the traditional play-field within which all the scenery and an ordinary terrain is present and where the player will spend most of his time and complete a task (its a mission based game in an open level), but beyond the limit of this level, a flat terrain continues virtually for infinity. There is no scenery or foliage beyond the boundaries of the level, but just flat terrain, so theres no invisible wall or abrupt end of world. The arrows depict how the level continues to exist past its bounds, while the central area is the area where a tradional unity level would be built in theory.
For space levels, its just the ability to travel any direction virtually endlessly without the terrain hassle.
Also as mentioned, the center area would contain complex terrain (hills, mountains…) and also very basic scenery objects such as rocks and trees possibly.
And finally I’d need to have a persistent background or skybox of sorts that allows infinite movement.
How can I achieve this result and what should I do to create this?
What should I keep in mind if I make such levels?
I also need a way to create asteroids and/or flying islands. Since terrain is a plane and obviously wont work for such platforms, what should I use to create those?
(Do note that these platforms can be of very large sizes, so I’m afraid if trying to use them as premade objects would create unnecesary lag. It would also be great if there was a way to model such flying blobs of colliding terrain in unity like you build terrain.)
The point is to avoid the use of invisible walls or such to prevent player movement if he reaches a level border.
The game “Freelancer” has the exact same effect I’m going for, if anyone is familiar with that.
Please ask if anything was too confusing.