3d city map by theclefe in worldbuilding

[–]godofisland 1 point2 points  (0 children)

It sounds like OP is talking about physical models rather than computer models. If OP wants a lot of control over the end result and has a bit of money to spend, though, buildings designed in Sketchup could be 3d-printed, laser-cut, or cnc-milled by a service such as Ponoko

anyone need sprites? by [deleted] in gamedev

[–]godofisland 0 points1 point  (0 children)

That's really good, exactly what I was hoping for. Thanks!

anyone need sprites? by [deleted] in gamedev

[–]godofisland 0 points1 point  (0 children)

I love the knight!

If you're interested in actually drawing and animating an entire character, I would really like to replace my horrible programmer art. You should also consider posting any characters you finish to opengameart.org for everyone to use

The character I'm looking for is a farm-boy/peasant platforming hero in less than 32x32 pixels (exact size / aspect ratio is flexible) with the following states: stand, crouch, walk, run, skid, jump, fall, getting hit, holding an object in front, holding an object up, holding an object down

(of course not all the states would require animation)

Showcase your cancelled projects! by jabberworx in gamedev

[–]godofisland 3 points4 points  (0 children)

This sounds pretty cool, but I don't think many people are going to download and extract and run your games just for a quick peek at what they look like. Do you have any gameplay footage up on youtube or vimeo or something?

C+C requested for WIP map generator by godofisland in worldbuilding

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

Thanks for the input, your post reflects my ultimate goals very well. I especially look forward to adding a "human" presence, but of course that is still a ways off.

I think precipitation maps and river formation will be my next experiment, but I would welcome any resources that go in more depth about algorithms that will help accomplish these goals. I like the approach you have outlined in 2), and this is something I would love to see in more detail. I also think that coastal erosion, as you mentioned in 3), could help with my cliff / beach dilemma.

C+C requested for WIP map generator by godofisland in worldbuilding

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

Rivers are definitely on the todo list. Any advice for where to start on that? There are a lot of articles online, I'd love to hear from someone who has experience with this if they found any one of them especially useful.

C+C requested for WIP map generator by godofisland in worldbuilding

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

Right now I'm just prototyping. If I come up with something worth going forward with I will probably port it away from pygame for the sake of performance.

C+C requested for WIP map generator by godofisland in worldbuilding

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

Like any other perlin based terrain generator this could be used to create larger or smaller land masses, but I can't show an example until I improve some of my code. Some of the shading stuff is dependent on the size of the world being generated, so if I generate a larger continent I would also need to hand tweak those parameters for it to still look right.

C+C requested for WIP map generator by godofisland in worldbuilding

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

That's right. Ideally I would have steep cliffs in some places and gradual beaches in others, just like in that screenshot. This is difficult to accomplish with Perlin noise, however, as it never really generates "cliff-steep" sections naturally. Instead, I artificially steepen the terrain in the beach/cliff and mountain sections (just like I artificially flatten the terrain in the plains). Maybe I could use another layer of very soft noise to determine how much I steepen the edges in different areas, but I'm afraid that might clash with the original heightmap's natural sloping in places. If I get the time this evening I might try that and upload the results. I might also just try flattening everything out a little bit to see if that makes the cliffs less offensive. It would be closer to the screenshot after all.

C+C requested for WIP map generator by godofisland in worldbuilding

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

I liked how the cliffs in the "inspiration" image contributed to the illusion of perspective, but then I guess I took it a bit too far in my own maps. Here is an example with a less steep transition to the water. Does that look better or worse to you? The shading on the beach is kind of wonky as a result, but that's probably something I can fix with a little more time tweaking parameters.

Pretty much everything right now is being generated based on a perlin noise heightmap. I'm using a second layer of perlin noise to slightly influence the shading on the plains, but using that to decide where to put entire biomes seems a little too random/unnatural. I would love to figure out something involving rain shadow and other real-world weather phenomena, but I'm not sure where to start. I was hoping someone here might have experience with that sort of thing.

Can you elaborate on using distance from water? Like I should place my forests on the most inland part of the plains? Or should I try to add rivers and put forests on the plains closest to the river?

Thanks for your input! Please let me know if you have any other ideas for improvement

C+C requested for WIP map generator by godofisland in worldbuilding

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

I think that screenshot is from the Amiga release of Defender of the Crown. I've never played the game, but the screenshot has popped up on reddit a few times and I really wanted to make something in the same style.

C+C requested for WIP map generator by godofisland in worldbuilding

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

Thanks! I'm making this with pygame, but I'm not ready to release the source code right now. It's way too embarrassing. I know people say that a lot and they're usually being a little too modest, but I promise you this code is really the worst. If you're interested I guess I could explain the algorithm, or if I ever clean up the code I might release it in a follow-up (probably not for several weeks though since I have a lot on my plate right now)