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Random Mission Pack:Road Update
Random Mission Pack:Road Update
| Name: | Richard_H | |
|---|---|---|
| Date Posted: | Mar 14, 2007 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Richard_H |
Blog post
Hi,
as some of you may remember, a while pack I posted a blog (www.garagegames.com/blogs/63816/12405) about a add-on pack for TGE which allows random mission creation. There have been a lot of things going on and it took me a while, but I have finally implemented a demo road system.
The system is very basic and is just included for demo purposes. At the top and right edges of the mission 3-way intersections are randomly generated. Before a road piece is placed it examines it's surroundings to determine what it will become. Due to the simplicity of this system, all roads run straight from one side to the other.
Below are some pics I took with my programmer art.


You may not be able to tell, but it also randomly selects a sky & sun pair each time a level is generated.
So, what do you think? Would this be useful? How much should I charge?
Edit:Problem with first pic, will re-upload later. (Problem fixed)
as some of you may remember, a while pack I posted a blog (www.garagegames.com/blogs/63816/12405) about a add-on pack for TGE which allows random mission creation. There have been a lot of things going on and it took me a while, but I have finally implemented a demo road system.
The system is very basic and is just included for demo purposes. At the top and right edges of the mission 3-way intersections are randomly generated. Before a road piece is placed it examines it's surroundings to determine what it will become. Due to the simplicity of this system, all roads run straight from one side to the other.
Below are some pics I took with my programmer art.


You may not be able to tell, but it also randomly selects a sky & sun pair each time a level is generated.
So, what do you think? Would this be useful? How much should I charge?
Edit:Problem with first pic, will re-upload later. (Problem fixed)
Recent Blog Posts
| List: | 09/15/07 - Redesigned Website 07/04/07 - AI Wars 06/21/07 - Random Mission Pack:Done! 05/30/07 - Random Mission Pack:It's not dead! 03/14/07 - Random Mission Pack:Road Update 02/24/07 - Random Mission Pack 11/29/06 - New Game 11/09/06 - Temp Resource: Script Time |
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Submit your own resources!| Ed Johnson (Mar 14, 2007 at 02:54 GMT) |
Making it extensible and expandable would go a long way, too.
I really like how it 'feels' around before it places the object.
| Oliver Rendelmann - DerR (Mar 14, 2007 at 06:30 GMT) |
| Matt Grenier (Mar 14, 2007 at 08:30 GMT) |
| Stephan (viKKing) Bondier (Mar 14, 2007 at 08:44 GMT) |
Not sure it would sell much though if it is above $20.
Even with that price it would need to have serious art included (I mean fixed buildings and roads ;-)).
| Steve Flowers (Mar 14, 2007 at 10:56 GMT) |
| Florian (Mar 14, 2007 at 15:56 GMT) |
btw, maybe u can add something that u get blocks of buildings that arent seperated from each other
also it would be cool if you could add a sort of system that the buildings in the middle of your city are mostly skyscrapers and the buildings at the end of your city are smaller or something
also it would be a sweet fuction if it is posible to build a city from a BMP bitmap or something that on your map, a grey pixel means road, red pixel means nothing, light blue pixel means 1 story building from a certain category for example sloppy buildings, blue 2 story and dark blue means 3 story building of the same catergory and light green means 1 story of another category etc..
anyway something like that would be sweet and would allow pretty easy building of complex and pretty cities :D
anyway, with the lightning fixed and maybe this fuction added this could prove a very usefull tool
| Jason Burch (Mar 14, 2007 at 16:43 GMT) |
"Below are some pics I took with my programmer art."
I think this is a good idea I like the mixed zone idea...
This has potential.
| David Higgins (Mar 14, 2007 at 18:18 GMT) |
What are the limitations as far as how it builds the levels ... does it require a series of DIF's and some sort of a 'DIF A and DIF C can not touch, but DIF C and DIF B are always Paired together with DIF B being offset from DIF A by X Amount" type thing ... ie; can we get more technical details about the system, as far as how it determines what to draw, and what it's limitations to drawing are ... ?
This really does look useful, and depending on what you put into it -- I could see $20-60 being reasonable -- the higher the price, the better the artwork should be, if you go above $40, I would provide a really good artwork base (lots of stuff) or perhaps some more functionality (like the 'generate from bitmap' feature, hehe)
| Richard_H (Mar 14, 2007 at 20:34 GMT) |
There are different ways it places things, right now either a simple iteratio through x for each value of y, or a spiraling inwards pattern. The script can write whatever it wants to the mission file you you could add a dif, randomly place a seperate lamp .dts on it, then add a light.
The most useful part of the C++ is to tell the script which objects have already been placed around it.
Right now I'm working on allowing muliple stages of mission generation so once it goes through and places all the roads, then, already knowing where the roads are, it places buildings inbetween.
The generation script it comes with will be rather basic and not practical for most people, it's more of a demo thing.
Also, any help with the shadows would be nice, all my objects are exactly 24 x 24 (though you can adjust it), and placed 24 apart. I think it has to do with the fact that everything is a .dts and is relying on sunlight.
| Erik Madison (Mar 14, 2007 at 21:13 GMT) |
| Richard_H (Mar 14, 2007 at 21:29 GMT) |
This seems to be what I will go with.
| Brad K. (Mar 14, 2007 at 22:41 GMT) |
| David Higgins (Mar 15, 2007 at 02:01 GMT) |
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