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Fractal World Generation
Fractal World Generation
| Name: | Brian Jones | ![]() |
|---|---|---|
| Date Posted: | Aug 26, 2006 | |
| Rating: | 2.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Brian Jones |
Blog post
As time goes on I keep simplifying my 'big idea', which I am sure is a common theme that runs among us Garage Gamer's. I've finally decided to start on a relatively known and small scale, and begin building a psuedo-roguelike using TGB. The plan is to continually extend the world until I have what I've envisioned from a logical standpoint, then consider future options (extension into 3d land, etc.).
To get started, I've been tackling the task of random world generation. I've prototyped my generator using Python, (and if I can get TGB extended correctly with Josh Ritters PyTSE I will just port it right in and let the game player sit back while they generate a world). The results so far look like this: mojobojo.com/junk/world.html.
My next task is to then pick an edge of a generated region, and map that over into a new region iteration seamlessly. I'm also trying to tweak the output values so I get ideal basic terrain features within an acceptable range. After that, I will then post process latitude block sections of the world and map logical terrains to them (i.e. the further north/south you get, the more tundra/snow you see, vs. closer to the equator where it would be more tropical/desert, and so forth).
Once I am statisfied with my world generation results, then I'll actually figure out how to map that into a TGB tile based world. One of my concerns is how a 'level' gets loaded, I don't think a full world could completely load into memory. If that's the case, either I will load levels that directly associate with my generated regions, or come up with some way to load/unload bits of the level as they come into scope. Something to think about at least, I'm not actually to this point.
Other future items of note would be inclusion of flora graphics on top of the basic terrain tiles, dropping in world level features using psuedo-random methods (major cities, points of interest, etc.), and spawning monsters based on good/evil thresholds for each region.
To get started, I've been tackling the task of random world generation. I've prototyped my generator using Python, (and if I can get TGB extended correctly with Josh Ritters PyTSE I will just port it right in and let the game player sit back while they generate a world). The results so far look like this: mojobojo.com/junk/world.html.
My next task is to then pick an edge of a generated region, and map that over into a new region iteration seamlessly. I'm also trying to tweak the output values so I get ideal basic terrain features within an acceptable range. After that, I will then post process latitude block sections of the world and map logical terrains to them (i.e. the further north/south you get, the more tundra/snow you see, vs. closer to the equator where it would be more tropical/desert, and so forth).
Once I am statisfied with my world generation results, then I'll actually figure out how to map that into a TGB tile based world. One of my concerns is how a 'level' gets loaded, I don't think a full world could completely load into memory. If that's the case, either I will load levels that directly associate with my generated regions, or come up with some way to load/unload bits of the level as they come into scope. Something to think about at least, I'm not actually to this point.
Other future items of note would be inclusion of flora graphics on top of the basic terrain tiles, dropping in world level features using psuedo-random methods (major cities, points of interest, etc.), and spawning monsters based on good/evil thresholds for each region.
Recent Blog Posts
| List: | 11/15/06 - Historical Quotes 08/26/06 - Fractal World Generation 07/25/06 - Python, Finals, Future 06/25/06 - Mind Facet (web software) 06/13/06 - Life without a Plan 01/10/06 - Level Based For Profit Open Source 11/06/05 - Plan for Brian Jones 10/14/05 - Plan for Brian Jones |
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Submit your own resources!| Jesse (Midhir) Liles (Aug 26, 2006 at 04:20 GMT) |
| Zachary Zadell (Aug 28, 2006 at 16:46 GMT) |
http://www.bay12games.com/dwarves/
It has to be the most serious rogue like game I have ever seen. I would love to see something like that developed in torque.
| Sonalysts (Sep 27, 2006 at 16:44 GMT) |
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2.0 out of 5


