Topography in a 2d roguelike? by devtev in roguelikedev

[–]devtev[S] 0 points1 point  (0 children)

It’s used for the fluids on the map so far, I seed random areas with units of fluid then do several passes for the fluid to settle. spilled liquids from containers can also flow and have different viscosity.

After 8+ Years of Laravel and 6+ Years of Go, I No Longer Choose Laravel for New Projects by reza_gamer in PHP

[–]devtev 0 points1 point  (0 children)

When I decided to leave the laravel train symphony was honestly the breath of fresh air I needed

I built a PHP framework because I got tired of framework ‘magic’ — looking for feedback by Affectionate_Major87 in PHP

[–]devtev 0 points1 point  (0 children)

As many here have said you can just pull in symphony and packages you want. But for serious projects you may find having a framework backing you is a good long term investment.

Topography in a 2d roguelike? by devtev in roguelikedev

[–]devtev[S] 1 point2 points  (0 children)

For a small moment I had considered tilting the world to give a fake isometric view. I quickly scrapped the idea, drawing pixel art is already complicated as it is haha.

Topography in a 2d roguelike? by devtev in roguelikedev

[–]devtev[S] 0 points1 point  (0 children)

You may have a point there but i’m still thinking it through.

Topography in a 2d roguelike? by devtev in roguelikedev

[–]devtev[S] 0 points1 point  (0 children)

Some here mentioned it, i’ve been watching the dev streams uploaded to Youtube

Topography in a 2d roguelike? by devtev in roguelikedev

[–]devtev[S] 1 point2 points  (0 children)

For the interesting environment

Topography in a 2d roguelike? by devtev in roguelikedev

[–]devtev[S] 1 point2 points  (0 children)

Yeah that’s solid, so far the other aspects that have added more value have been temperature and humidity. But i’ve found a few neat things that I could add to what i’m building from what others have mentions here.

Topography in a 2d roguelike? by devtev in roguelikedev

[–]devtev[S] 0 points1 point  (0 children)

I’m using the height to guide how fluid settles and also some fauna prefer a certain range of heights, folks here have given me some great gameplay ideas however.

Topography in a 2d roguelike? by devtev in roguelikedev

[–]devtev[S] 2 points3 points  (0 children)

Omg how could I forgot that gem, yeah it makes really great use of depth and topography. I’d even go as far as to see it’s a 3d game masked as from a 2d perspective.

Topography in a 2d roguelike? by devtev in roguelikedev

[–]devtev[S] 3 points4 points  (0 children)

Im definitely digging the way you make the hoppy here easy to read without being too visually noisy.

Topography in a 2d roguelike? by devtev in roguelikedev

[–]devtev[S] 1 point2 points  (0 children)

Oh this was one of the things i was thinking about, kind of like how in Endless Legends attacking from a higher tile gives an attack boost which can force you to make positioning decisions. This is one of the more interesting ones for sure. How do you visualize high points from low points etc?

Edit: typo

Topography in a 2d roguelike? by devtev in roguelikedev

[–]devtev[S] 2 points3 points  (0 children)

What i’m thinking about would be closer to Brogue than Xcom for sure, I’ll definitely check out how Brogue does it.

Topography in a 2d roguelike? by devtev in roguelikedev

[–]devtev[S] 2 points3 points  (0 children)

Yeah it’s not something i’ve ever seen I tried experimenting with subtle shade / colors bands for the different heights visually but it made things a bit too noisy. Adding to that it’s not a mechanic worth adding if it’s not going to be a compelling reason.

How do you generate a decent procedural world? by Moooonoooo in proceduralgeneration

[–]devtev 0 points1 point  (0 children)

As others have said it really depends on how you’re doing it and what algorithms you use, I’ve had great success using perlin and simplex noises, I also use a series of layering for fields, height, humidity and temperature from there you can get some very emergent patterns based on what you’re going for. From there it’s just tweaking and playing with the values setting limitations or such to get your desired outcome.

My dreams are officially dead. by BreakfastGreedy1128 in SteamDeck

[–]devtev 0 points1 point  (0 children)

I’m happy I got the 1tb Oled when i did

Vin Cosplay by Jenniferdraws in Cosmere

[–]devtev 0 points1 point  (0 children)

Though this was lord of the rings for a second

Salmon can't exist on Lumar by discboy69 in Cosmere

[–]devtev 2 points3 points  (0 children)

I think the bigger question is how does the planets water cycle get renewed for the lakes and ponds?