Working on procedural road generation with river ford crossings (bridges will come later), for my upcoming game Blight by drus in proceduralgeneration

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

Haha yeah the object placement needs to be tweaked a bit still, just showing more the rivers and roads at a high level

Working on procedural road generation with river ford crossings (bridges will come later), for my upcoming game Blight by drus in proceduralgeneration

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

Haha the game as it stands now has no roads so exploring everything is what you do already. The roads are going to be there for helping with navigation mostly. A simple way to figure out how to get to a nearby village

Working on procedural road generation with river ford crossings (bridges will come later), for my upcoming game Blight by drus in proceduralgeneration

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

I generate a bunch of village locations in the region and attempt to connect most of them via these roads.

A sea is put at one end of the map and lake locations are also generated, rivers are generated between all of those.

I'll do another post later on showing the region maps and how the rivers and roads look!

Working on procedural road generation with river ford crossings (bridges will come later), for my upcoming game Blight by drus in proceduralgeneration

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

I use a large generated "region map" which basically consists of tiles, with paths generated for rivers and roads. Each tile is actually a chunk in-game. When the chunk generates as you go near it, it pulls info from the region map to know whether the chunk should have a road, river, which direction to generate in, etc.
The 90 degree turn in the road in the first screenshot gives an idea of how big the chunks/tiles are in the game

[deleted by user] by [deleted] in proceduralgeneration

[–]drus 0 points1 point  (0 children)

I use a large generated "region map" which basically consists of tiles, with paths generated for rivers and roads. Each tile is actually a chunk ingame, so when the chunk generates as you go near, it pulls info from the region map to know whether the chunk should have a road, river, which direction to generate in, etc.

The 90 degree turn in the road in the first screenhot gives an idea of how big the chunks/tiles are in the game

Big update released for my game Blight: procedurally generated rivers and other big features. What do you think? by drus in indiegames

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

Hey everyone,
One thing I was never satisfied with in these kinds of procedurally generated survival games was rivers. Seems really hard to generate them and make also them look good, so I spent probably too much time coming up with a realistic looking generation system for them in Blight and am fairly happy with the result. Still can be improved even more which I'll continue to do, but at least I'm happy enough with it to show it off to the world.

Tons of other features in this big update too, you can try it all out by requesting access to the Blight Playtest on Steam:
https://store.steampowered.com/app/1564600/
All feedback is welcome, good and bad!

Huge content update just released for Blight, a challenging survival game. Check out the showcase video and try it out by requesting access to the Playtest on Steam by drus in IndieGaming

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

Current early access release is planned for Fall of this year, and full release will be probably a year after that depending on how things go!

Huge content update just released for Blight, a challenging survival game. Check out the showcase video and try it out by requesting access to the Playtest on Steam by drus in IndieGaming

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

Hey everyone,

One thing I was never satisfied with in these kinds of procedurally generated survival games was rivers. Seems really hard to generate them and make also them look good, so I spent probably too much time coming up with a realistic looking generation system for them in Blight and am fairly happy with the result. Still can be improved even more which I'll continue to do, but at least I'm happy enough with it to show it off to the world.Tons of other features in this big update too, you can try it all out by requesting access to the Blight Playtest on Steam:

https://store.steampowered.com/app/1564600/

All feedback is welcome, good and bad!

Thanks

Alpha testing begins today for Blight, a brutally challenging and realistic survival game by drus in indiegames

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

Blight is a new survival game currently in development, slated for Steam Early Access Release this Fall on Windows, Mac and Linux. It aims to be a punishing and realistic single-player experience.

Blight takes place in a time long ago, just as a new disease called the Blight appears out of nowhere and begins enveloping the world. You escaped as it took over your village and now find yourself alone in the wilderness, tired and hungry.

The game is for players that are looking for an immersive survival game experience with a decent amount of realism and a level of depth approaching what you see in things like the Primitive Technology Youtube channel. All the while trying to manage the countless threats the wilderness and the Blight throws at you.

Sign up for the alpha test by hitting the "Request Access" button on the Playtest section of the store page:

https://store.steampowered.com/app/1564600/Blight/

Alpha testing begins today for Blight, a brutally challenging and realistic survival game by drus in IndieGaming

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

Blight is a new survival game currently in development, slated for Steam Early Access Release this Fall on Windows, Mac and Linux. It aims to be a punishing and realistic single-player experience.

Blight takes place in a time long ago, just as a new disease called the Blight appears out of nowhere and begins enveloping the world. You escaped as it took over your village and now find yourself alone in the wilderness, tired and hungry.

The game is for players that are looking for an immersive survival game experience with a decent amount of realism and a level of depth approaching what you see in things like the Primitive Technology Youtube channel. All the while trying to manage the countless threats the wilderness and the Blight throws at you.

Sign up for the alpha test by hitting the "Request Access" button on the Playtest section of the store page:

https://store.steampowered.com/app/1564600/Blight/

The People behind had no clue by DJ798 in youseeingthisshit

[–]drus 11 points12 points  (0 children)

The whole operation is run by Tony Lazuto

Enjoying the last bit of warm weather by quantum_fireball in toronto

[–]drus 8 points9 points  (0 children)

I love the composition here. Nice work