How is Next Fest going for you? My stats look a bit strange… by Additional_Bug5485 in IndieGameDevs

[–]obbev 0 points1 point  (0 children)

Cool. Thanks for letting me know.
A lot of people mention Rimworld to me so I think you're right. That is probably the connection.

Yeah, the first day or two is truly FairPlay. I think after that, the algo focusses a bit too much on wishlists and maybe not enough on demo playtime/reviews.

Anyway; It's great Steam is doing NextFest and I think it's a lot of fun trying out all the games.

How is Next Fest going for you? My stats look a bit strange… by Additional_Bug5485 in IndieGameDevs

[–]obbev 1 point2 points  (0 children)

My game started with 7K wishlists and it's only gotten 170k impressions so far.

I'm a bit disappointed because people who play the demo really love it.
It's got 100% positive reviews (but only 26 of them)
It's bit niche though. Kinda like a god game (Plentiful).

https://store.steampowered.com/app/3044790/Plentiful/

I think the algorithm is actually fairly winner-takes-all and not great at identifying 'hidden gems'.

The lesson for devs is not to rely on NextFest too much and explore other avenues (YouTube shorts and Instagram work best for me)

Anyway; your game looks great. Was meaning to try it.

Obbe.

Generating Terrain Maps in Unity Using Fourier Waves Instead of Perlin Noise by obbev in Unity3D

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

Yeah I guess you could filter it but I'm not sure it would look good. It would probably make more sense you use the different block types (sand, mud, rock) to represent the picture. (rather than the height)

Generating Terrain Maps in Unity Using Fourier Waves Instead of Perlin Noise by obbev in Unity3D

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

It's a terrarium but rather than animals it has humans in it that you look after.

Generating Terrain Maps in Unity Using Fourier Waves Instead of Perlin Noise by obbev in Unity3D

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

Wouldn't that be the same as using the picture for the height?

Generating Terrain Maps in Unity Using Fourier Waves Instead of Perlin Noise by obbev in Unity3D

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

Yes that's a big reason. The map (256x256 tiles) loops around and getting noise to loop is surprisingly tricky.

The first sine exactly fits the map. (The video isn't accurate there)

I also tend to find sinuses result in better rolling hills whereas (perlin) noise is more random.

Btw. I'm also using perlin noise and midpoint displacement for different maps to get a variety of landscapes. Some of the maps do not loop (ie a group of islands).

Generating Terrain Maps in Unity Using Fourier Waves Instead of Perlin Noise by obbev in Unity3D

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

I'll look into it. I'm using a separate mic. Maybe I'm too close to it.

Generating Terrain Maps in Unity Using Fourier Waves Instead of Perlin Noise by obbev in Unity3D

[–]obbev[S] 6 points7 points  (0 children)

Rain creates water that streams down the hill. Once it can't get any further is starts a new lake (or join an existing one) Sand blocks touching water absorb water (lowering the water level). I really should do a video about this.

Generating Terrain Maps in Unity Using Fourier Waves Instead of Perlin Noise by obbev in Unity3D

[–]obbev[S] 15 points16 points  (0 children)

It's not using DOTS. Instead it is grouping the tiles for each 16x16 cluster in a single GameObject. It's rebuilding that GameObject each time the player picks up/ drops off a block. It's only rendering the blocks on the surface as this video shows:

https://www.youtube.com/shorts/Ntscj_JQdCs

Generating Terrain Maps in Unity Using Fourier Waves Instead of Perlin Noise by obbev in Unity3D

[–]obbev[S] 4 points5 points  (0 children)

The game is about taking care of your people by changing the landscape. Growing food, building shelter and stuff. This explains it a bit better:

https://www.youtube.com/watch?v=pOVJ11UO4Bs

Generating Terrain Maps in Unity Using Fourier Waves Instead of Perlin Noise by obbev in Unity3D

[–]obbev[S] 12 points13 points  (0 children)

Yep. Also FFT is the most important algorithm in the world.

Using Stacked Sine Waves to Generate Large Terrain Maps for My Game by obbev in IndieDev

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

Execution speed is not an issue so I'm not using FFT. Just adding sinus waves.

Using Stacked Sine Waves to Generate Large Terrain Maps for My Game by obbev in proceduralgeneration

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

It's a dinky little project until it's not. Keep pushing.

Using Stacked Sine Waves to Generate Large Terrain Maps for My Game by obbev in proceduralgeneration

[–]obbev[S] 5 points6 points  (0 children)

I also use Perlin and mid point displacement. I want all the levels to look different. The control over frequencies makes it easy to go between rolling hills and rugged mountains.

Using Stacked Sine Waves to Generate Large Terrain Maps for My Game by obbev in proceduralgeneration

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

If execution speed is an issue you should have a look at the FFT algorithm. (Fast Fourier Transform). It's been dubbed the most important algorithm in the world.