Rivers and bodies of water are difficult mainly because the previous point having rivers is nice, but if you don't have a good height-based terrain, I'm not sure how you can generate them.įorests could perhaps be based on a simple noise generation algorithm filtered to create big "blobs" which would become the chunks of impassible trees.įorests could also be based on something like this roguelike generator, as its rooms are fairly non-discrete, which is good. It may be possible to just generate a pretty short heightmap, but I can't figure out a good way to generate the "doorways" between tiers of terrain. In this way, differing elevations are kinda like nested or overlapping "rooms" or buildings with doorways leading into them. Perlin Noise-style generation of terrain isn't readily usable because SoM doesn't allow traversal up and down, even at small height differentials you have to find an "entrance" to the different elevation. They may inform the discussion, or maybe they're dumb/confusing :) We are #procedural on freenode, join us for alternating sessions of discussion and silenceĭoes anyone have any thoughts on generating maps for Secret of Mana-style games? May-July 2018: San Bernardino Mountains.This subreddit is about everything procedurally generated (pictures, games, music.), whatever you determine procedural generation to mean.
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