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-   -   new map generator (http://forum.shrapnelgames.com/showthread.php?t=29577)

paradoxharbinger July 23rd, 2006 10:06 PM

Re: new map generator
 
Endoperez has the right of it, I'm tryinhg to make a 'smarter' map generation algorithm. unfortunately right now i'm working and going to school which doesnt leave a hell of a lot of time for the mapgen. but i'm trying to squeeze in as much work when i can. the mapgen is meant to be a program where you can click one button and have a map generated completely, with no additional work, drop it into the map directory, and play it.

paradoxharbinger July 24th, 2006 05:19 PM

Re: new map generator
 
quick and dirty little update:

the algorithms for making wastes/forests/farmlands/swamps are about 80% done as of now, and thanks to a dirty little cheat i learned in class runs blindingly fast. might even be finished by tonight, but that's a long shot, got a lot of homework to do. my work load is due to decrease next week thanks to the end of summer classes, so expect more frequent updates soon, and maybe even an overhaul of the website for those of you who find it rough on the eyes.

gonna throw it out there one more time in case you forgot, i'm open to suggestions for features in the mapgen.

paradoxharbinger August 3rd, 2006 03:18 AM

Re: new map generator
 
i'm looking for a little input as to how people would like to see the balance between forests/swamps/etc. right now i'm thinking of a system of sliders, one for each type of terrain, that would operrate a bit like allocating resources in master of orion 1 was, and dictates approximately how much of the map is taken up by each type of terrain. this doesn't really have any effect on the algorithms, just how the user adjusts these levels.

btw, schools out, so i've finally got some time to get some mapgen related work done, look for new screens soon.

Folket August 4th, 2006 06:53 AM

Re: new map generator
 
I guess your map generator do generate all paths that you may move along, to my knowledge that should not be easy to generate in Paintshop.

paradoxharbinger August 5th, 2006 09:09 AM

Re: new map generator
 
yes, all provinces will have their neighbours generated. it will make all of the files necessary for a map to be playable without being edited.

Cainehill August 7th, 2006 10:47 AM

Re: new map generator
 

Cool - the seed function could be real handy, _if_ the executable file is small enough that people can download it easily. Hrm - if it's going to be single-platform that'll reduce that benefit, since a number of people play Dom2 on Linux or Apple as well as Windoze.

paradoxharbinger August 7th, 2006 12:17 PM

Re: new map generator
 
i've given the multi-platform thing a little thought, but i don't think there is much i can do for it since i'm not at all familiar with the other two api's. maybe after i get the windows version out some one else could make an interface for mac/linux.

as far as the size of the program file goes, right now it's clocking in at 144kb and shouldn't need more than 100kb for data files. the size of the program probly won't grow to more than 200kb.

paradoxharbinger August 7th, 2006 12:23 PM

Re: new map generator
 
1 Attachment(s)
oh, found this in the old version of the mapgen. i've been working on this thing for a while and i've started it over a few times, here's one of the maps that an old version generated. this is the quality (graphically at least) that i'm aiming at for the initial release. eventually i want graphics to be able to be chosen by the user. i will also not that the algorithms used to generate this particular map bear little resemblance with the algorithms i am using now.

Agrajag August 7th, 2006 05:24 PM

Re: new map generator
 
That actually looks pretty cool. And it would be even cooler if we got to customize colors as well as tree/mountain sprites.

Oh, and what geography does the pinkish color indicate?

paradoxharbinger August 7th, 2006 10:46 PM

Re: new map generator
 
think the pinkish stuff was wasteland


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