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July 22, 2012, 12:59 pm
Posts: 346
I am currently working on making random initial terrain. As soon as I'll get nice screen-shots, I'll post them here :)
July 22, 2012, 1:07 pm
Posts: 70
Sweet
July 22, 2012, 1:23 pm
Posts: 117
Awesome! :)
July 22, 2012, 2:10 pm
Posts: 3
Brilliant! Will this mean inclines as well? Small rolling hills or something?
Also, is hell randomly generated?
Loving Hell by the way, good challenge after controlling the overworld.
Peace.
July 22, 2012, 2:51 pm
Posts: 346
Yes, there is a new type of block called the "hill". It is very close to the stairs.
And yes, the hell is randomly generated (with a maze generator). The generation of the land terrain is a bit more complex (blending between 2d Perlin noise and some other stuffs).
July 22, 2012, 8:35 pm
Posts: 346
Here is the first screen shot of the generated land!
July 22, 2012, 8:45 pm
Posts: 70
LOOK AT THIS MAP
Will the maps seriously become this big?
July 22, 2012, 9:00 pm
Posts: 346
:)
Just for fun. A bigger one.
July 22, 2012, 9:07 pm
Posts: 92
Do you plan to add a mode where you can select the size of the map?
July 22, 2012, 9:08 pm
Posts: 117
That looks amazing!
Sweet! :D
Me want that in the game, NAOW :>
July 22, 2012, 9:20 pm
Posts: 346
>Biro
It might be an idea.
July 22, 2012, 9:25 pm
Posts: 92
How about the feature rain, that brings new water into the game?
I don't know how you should control the amount of it and where it should appear but I think the idea is cool^^
P.S. Does the game lag when you have such a large map?
July 22, 2012, 9:39 pm
Posts: 346
Right now, yes. It is pretty laggy when I zoom out (see the fps).
But there are several elements in the render that might be optimized (culling, and hard drive buffering).
When the camera is close to the floor, you don't need to draw or have all the terrain in memory. Therefore, you can have infinite maps that are playable.
For the Rain, it is actually already existing in the game. Floods also exist in fact.
For the flood, I couldn't make the game responsive enough (It is lagging a lot when the water goes up and down) -- But it is pretty fun to make barricades for water.
For the rain, it is actually working on my computer (I'll make a video sometime) but It makes the game lagging on slow/average computers. Since the rain didn't add anything to the game, I didn't add it to the release.
July 22, 2012, 9:49 pm
Posts: 92
Any plans to improve the performance of the rain and floods?
July 22, 2012, 9:55 pm
Posts: 346
Not in the immediate time.
In addition to the "numerous small improvements" that I need to do, right now my priorities are to finish the random generated world, to improve some of the graphics, to adding new bosses, to add new "Events" (especially the Siege) and doing the crafting system for the workers.
July 22, 2012, 10:07 pm
Posts: 92
yeah that's most important atm.
You saw the stacktrace I copied in the bug thread about night 43?
And just a reminder, didn't you want to fix the problem, that the effectsoundvolume isn't saved.
P.S. Did you implement rivers or are that all lakes, that have a fixed amount of water?
biro
July 22, 2012, 10:48 pm
Posts: 346
Yes, I saw (and fixed) the problem described in the back trace. Tkx.
For the sound/volume, it is accentually working on my computer. I'll take a lock to see if I can found why it might not not working on other computers.
In the screen you see, there are several lakes and one a small river. So yes, they are different (rivers have an infinite amount of water, while lakes only have a finite amount).
July 23, 2012, 12:47 am
Posts: 117
Are you going to make wooden stairs be made of wood, instead of stone in the next release as well? x3
July 23, 2012, 8:22 am
Posts: 346
Arg,
Of courses :)
July 23, 2012, 11:14 am
Posts: 117
Great ^-^
July 25, 2012, 6:21 pm
Posts: 12
Just out of curiosity what type of randomization algorithm are you using? Similar to Minecraft in the fact that it uses Perlin Noise?
July 25, 2012, 6:42 pm
Posts: 346
I think (I am not sure), that Minecraft mixes at least 3 types of noises -- And all of them are probably bases on Perlin Noise (2d perlin for the "types" of vegetation, 3d perlin for the earth and a 3d Perlin (with non linear transformation) for the caves and under-group paths.
If my case (and for now), I am only using a 2d Perlin for the terrain + something very specific for the river.
In the case of a large map, the "something else" of the river will be replaced by a 2d Perlin (+ non linear transformation + erosion if possible).
July 25, 2012, 7:10 pm
Posts: 12
So when you change how the river is generated are you planning to keep it a simple diagonal across the map like it is currently or with the addition of Perlin are you planing on have it have more curves and bends? Possibly have it make loops? Or are you going to stay with the current design?
Also thanks for the explanation. Always curious to see the different ways worlds can be generated.
July 25, 2012, 7:32 pm
Posts: 346
Yes. In the case of big maps, with 2d Perlin will generate curves/bends and loops.
I'll probably try my best to avoid having loops (by playing with parameters) since it is very rare in nature.
There are plenty other way to generate more natural rivers, but they often needs for the all map to be computed and preprocessed.
I am not sure of the solution I'll take I'll probably have to make some tests -- with screenshots.
For very small maps as it is currently the case in the game (they are far smaller than in the screenshots), the current way to generate the river (random line + noise) guaranties the map to have a river; not a too big one; not a too small one.
July 25, 2012, 8:15 pm
Posts: 12
Well I wish you luck on finding the best solution as I know from a little experience terrain generation is a lot harder then expected, at least to get it looking natural/appealing.
I am looking forward to see how you decide to do it. So make sure to keep all of us up-to-date!
And again thanks for taking the time to answer :D
July 25, 2012, 9:22 pm
Posts: 346
Thanks and yes, I will :)
August 1, 2012, 6:33 am
Posts: 5
How do i see my fps?
August 1, 2012, 10:29 am
Posts: 346
Normal users can't show it yet. I'll activate the commend in the next version.
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