Re: The Old World: 2D Sandbox RPG
Posted: Mon Oct 24, 2011 1:19 pm
I've been following this for two weeks, and think this has great potential. I'm especially interested in how you're creating the map- in one of your videos you talk about how you're adding water and hills to the map and creating the map as you go along. I know that you're wanting to move on from the water system, but I think there's a more clever way to choose what tiles should be drawn on the map.
This article goes very in depth in how a map is dynamically generating using just two main factors- humidity and altitude. Now this is more complex than what you probably need, but it's still very inspiring to read and get ideas from. Basically, you can make the map with "humidity zones" and "altitude zones", with varying levels of humidity and altitude.
Based on a combination of humidity and altitude, the program will decide the appropriate tile to draw, anything from grass to lakes to dry mountains. For example deserts will be in places of very low to zero humidity, in low to medium altitudes. If it's low altitude but very high humidity, create swamps or jungles. It's still oversimplified to how real climates create a landscape but it's good enough for an open ended game like yours.
Instead of having this randomly generated, you can perhaps use a tile editor that only has a "humidity brush" and "altitude brush" (like with a height map) and view them individually as gradients, or see the final product when you combine both.
This article goes very in depth in how a map is dynamically generating using just two main factors- humidity and altitude. Now this is more complex than what you probably need, but it's still very inspiring to read and get ideas from. Basically, you can make the map with "humidity zones" and "altitude zones", with varying levels of humidity and altitude.
Based on a combination of humidity and altitude, the program will decide the appropriate tile to draw, anything from grass to lakes to dry mountains. For example deserts will be in places of very low to zero humidity, in low to medium altitudes. If it's low altitude but very high humidity, create swamps or jungles. It's still oversimplified to how real climates create a landscape but it's good enough for an open ended game like yours.
Instead of having this randomly generated, you can perhaps use a tile editor that only has a "humidity brush" and "altitude brush" (like with a height map) and view them individually as gradients, or see the final product when you combine both.