BrickGame

I’m not abandoning it, but I think BrickGame is only valuable as a demonstration of the BrickGrid plugin, which I hope can be useful to other projects. Most things on my task list now are very BrickGame-specific polish, which I consider much lower priority than any change that would be useful to games other than BrickGame. So I’m not stopping work on the project, just waiting for some feedback or ideas for changes that are applicable to games other than BrickGame.

I think terrain generation is something most people will want to write specifically for their game; that’s why the BrickGame terrain generation is done in a separate plugin from BrickGrids. That plugin does expose enough parameters to control large-scale variations in moisture and erosion level, but it’s not exactly what you want for discrete biomes that tie into gameplay.

The terrain generation plugin uses C++ to implement the terrain generation for performance. It’s possible to do it all in BluePrint, but it will almost certainly be slow enough to cause hitches as new regions become visible. The BluePrint currently receives an event when a new region needs to be generated, and passes that on to the C++ terrain generation library with the appropriate terrain generation parameters. You could certainly do more of the work in BluePrint, but it would be very hard to do all of it in BluePrint without sacrificing hitch-free generation of new regions.