Graphics obsessives (whores?) go through rather cute little phases, something that (most of) SPOnG's staff take great lengths to avoid. It used to be tress. Tress were the big thing. Then it went to reflections. Reflections were very important. Remember Ridge Racer V? It was rubbish. Know why? Because the cars had rubbish reflections. Like, when you drove under a bridge, the bridge didn't show up properly. Grass has recently been under the spotlight too. Know that new Zelda game? It's rubbish. Know why? Well in some of the videos, the grass looks a bit rubbish. Can you imagine...?
Trees, it would appear, have come back en vogue with Lionhead Studios making something of a song and dance about the trees in the upcoming Black and White 2. Here's programmer Matthew Hanlon to explain more:
Forests are just one of the many background simulations that make up the world of Black & White 2; we wanted the simulation to act like you’d expect a real forest to. Trees in the forest are split into those which are still growing and fully grown mature trees. The mature trees drop seeds which, under the right conditions, sprout into saplings, so the forest will naturally expand and produce new trees. If, for example, you pull all the trees out of the centre of a forest, over time new trees will grow into the space filling in the hole.
Our foresters have become a bit more eco-aware in B&W2; when looking for a tree to cut down they’ll favour the mature trees over those that are still growing – allowing the forest to sustain itself. The larger trees mean more wood resource for you, and with the resource miracles gone, you need those trees.
One of the new concepts introduced to BW2 is fertility. The ground on a land ranges from ultra-fertile to totally unfertile barren land where nothing will grow. Fertility is incorporated into our forest simulation with the fertility of the land affecting the growth rate or the saplings, the more fertile it is the faster they’ll grow – seeds which fall on infertile land don’t produce saplings. Fertility affects other things in the game, but I’m not going to tell you about them here.
Our 3D coders and artists have done a fantastic job with the tree models, like the rest of the world tree change to reflect the alignment of the player. Additionally they’ve developed a technique to model a tree’s growth, with the amount of foliage on the tree changing with its age. All adding to the sense of a real forest, and to think before starting work here, I would have never even considered how a forest works…
Astounding.