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Some procedural generation I've been making [video]
Posted: Posted February 14th by Xhin

I've been working on a kind of procedurally generated game. At the moment you go around collecting coins in several currencies and trading various items. You get to do that while wandering through this kind of landscape:



(I'm going at a pretty high speed, the normal movement speed is slower)

Palette swaps here are me switching dimensions -- in the game you can do this without limit. There are some generation variations between dimensions as well.

This generation is completely blind -- no square knows what any other square is doing. It's also repeatable -- go to the same place on the same seed in the same dimension and you get the same landscape and palette every time.

There are 8 Replies

I don't understand what the colors mean, but it looks cool. Did you do anymore xor investigation after reading my input below?

Posted February 14th by EN
EN

I expect to be fascinated tomorrow when I go to some place with WiFi and can watch/play it.

Posted February 17th by chiarizio

You mention trading; is it meant to be multi-player? Funny because I am currently toying with some ideas of an infinite boardgame MMO.

Posted February 27th by Leo
Leo
 

@Leo:

It certainly could be, since the world is generated the same way every time and generated locally.

What's your boardgame like?

Posted February 28th by Xhin
Xhin
Nature is beautiful

That's a great bandwidth saver.

How does player interaction work? On the square grid itself at random places or trading posts, or in a more abstract way, through a dialog window across arbitrary distances?

The latest version of my project cannot use procedural generation anymore because the terrain is now dynamic. Players gather magic crystal things and use them to lift and lower the hexagon cells of the board, the lowest level being deadly magma - and the initial state of the whole infinite plane. Maybe this has been done before.

Posted February 28th by Leo
Leo
 

The latest version of my project cannot use procedural generation anymore because the terrain is now dynamic. Players gather magic crystal things and use them to lift and lower the hexagon cells of the board, the lowest level being deadly magma - and the initial state of the whole infinite plane. Maybe this has been done before.


Why don't you just store the player interaction somewhere and then add that to your procedural generation function? Like if it's lowering/raising the whole board, that's easy, you render everything and then add or subtract whatever that amount is. If it's individual tiles, then you render the board and then look up whatever the "changes" are to the specific set of tiles the player is looking at.

Posted February 28th by Xhin
Xhin
Nature is beautiful

Sorry I wasn't clear: Individual tiles are shifted up and down and the map changes all the time. Any tile that goes magma is erased from the database. I'm considering a one-turn-a-day game.

But I don't want to hijack your thread. I'm trying to understand what the tile colors on your map mean and how players interact with it and between themselves.

Posted March 1st by Leo
Leo
 

I never did get a good look at it. Just a white arrow going around in a circle clockwise once a second over a black background.

Posted April 16th by chiarizio
Reply to: Some procedural generation I've been making [video]
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