I have recently finished the map editor,
I want to leave it as it is for now, however I have always wanted to add temperature gradients and perhaps fertility modifiers based on wind direction and represented through saturation. I am already starting to imagine the process for this, however it is imperative that I move onwards to the actual game structure.
Wednesday, October 27, 2010
Friday, October 22, 2010
Mountains
So, these are the first 3 mountain generations, I am happy that the system is able to create interesting and dynamic combinations. I am starting to imagine how the mountains (a landform which takes longer to move across and obscures vision, can become almost like sticky glue or high walls. They create corridors and valleys which I think will prove to influence someone's strategy greatly.
The difference between these pictures and the mountain ones below, is that these are aware of their quantity, I want the system to divvy up the land nodes (anything that isn't blue) into around 4 equal parts, for each land node. Hybrid nodes count as .5 of a count for each.
By the way, Orange is half coastal, half mountain.
when its against the water it becomes a cliff, when a river runs through a mountain chain, it becomes a canyon. Hybrid nodes are are great battlefields because potentially both forces can be good at fighting on them.
The difference between canyon and cliffis not rule based, however If I need to source it for a scene, it would be good to know the difference, the hue is 1 point off.
The difference between these pictures and the mountain ones below, is that these are aware of their quantity, I want the system to divvy up the land nodes (anything that isn't blue) into around 4 equal parts, for each land node. Hybrid nodes count as .5 of a count for each.
By the way, Orange is half coastal, half mountain.
when its against the water it becomes a cliff, when a river runs through a mountain chain, it becomes a canyon. Hybrid nodes are are great battlefields because potentially both forces can be good at fighting on them.
The difference between canyon and cliffis not rule based, however If I need to source it for a scene, it would be good to know the difference, the hue is 1 point off.
Thursday, October 21, 2010
Little Bit of chaos
yodel eh hee hoo!!!
The confetti looking squares are simply placeholders to let me know where the start and end data are.
At this point I am going to edit the drawing ability of the mountains, they will generate fully, then only draw however many is needed, perhaps sensing some kind of overlap so that the mountains take a more uniform creation.
Tuesday, October 19, 2010
World building must be like quilting.
So I have been examining the way in which the map s generated. For now I have been making it compile a matrix of data, for instance
1 1 1 1 1 1
1 2 2 2 2 2
1 1 2 2 3 3
1 1 1 2 3 3
1 1 2 2 3 3
1 could be water, 2 coastal, and 3 plains
there are some rules in this array, for instance notice how all of the 3's are not within touching distance of a 1.
I have been examining how I can use this data to break out of the grid. My reasoning for this is that the square array that I have is rough around the edges (HAH), and squares themselves lend an inorganic way of representing curves which take place.
However, I will argue for the use of squares because of its relation to the cardinal directions. This is something I will go over in my next presentation.
Pic 1 - What Happenes if we take square array data, and convert it into hexagons.
Pic 2 - Possible ways of expanding the square method, this way the cardinal directions are maintained, and the different shades could ease a player into a landtype.
1 1 1 1 1 1
1 2 2 2 2 2
1 1 2 2 3 3
1 1 1 2 3 3
1 1 2 2 3 3
1 could be water, 2 coastal, and 3 plains
there are some rules in this array, for instance notice how all of the 3's are not within touching distance of a 1.
I have been examining how I can use this data to break out of the grid. My reasoning for this is that the square array that I have is rough around the edges (HAH), and squares themselves lend an inorganic way of representing curves which take place.
However, I will argue for the use of squares because of its relation to the cardinal directions. This is something I will go over in my next presentation.
Pic 1 - What Happenes if we take square array data, and convert it into hexagons.
Pic 2 - Possible ways of expanding the square method, this way the cardinal directions are maintained, and the different shades could ease a player into a landtype.
Monday, October 18, 2010
Saturday, October 16, 2010
Monday, October 11, 2010
Room info
An Early Draft of what the rooms are capable of.
The main thing I am wedded to here is the relationship between Schooling structures (Academy, Drill Room, Guild Hall, and Meditation Chamber) and between housing structures (Dormitory, Barracks, Hostel, Sanctuary).
-If you construct a form of housing, you are granted a unit or units, depending on the class
Soldiers - This unit has the potential to grow into a full fledged army unit, mainly used to physically assault an enemy.
Bandits - Bandits are a small tactical troop which can create road blocks and small tactical strikes.
Devout - A devout is a singular unit, which has the potential to rally a large number of people up to make one powerful strike.
Magus - A magus is a small band of wizards which can gather resources like treasure from tombs and act as a magical funnel.
Each of these units have special abilities.
-if you construct a form of schooling, you can offset your unit towards a certain practice.
For instance, if you have a barracks, you get a soldier
if you then build a Guild house, you can turn those soldiers into Rangers.
In this transaction you will retain most of your soldier like nature, the slight sway towards syndicate gives your soldiers some more sneaky qualities.
Inversly - If you create a hostel you get bandits
If you then get a drill room, and train those bandits to be more militant, then they become marauders.
Think of it as a Adjective to noun comparison
Bill is an Entrepreneurial Artist
Fred is a Artistic Businessman
Other then that relationship, the other room aspects are open to fluctuation, although I like where those are going for now.
The main thing I am wedded to here is the relationship between Schooling structures (Academy, Drill Room, Guild Hall, and Meditation Chamber) and between housing structures (Dormitory, Barracks, Hostel, Sanctuary).
-If you construct a form of housing, you are granted a unit or units, depending on the class
Soldiers - This unit has the potential to grow into a full fledged army unit, mainly used to physically assault an enemy.
Bandits - Bandits are a small tactical troop which can create road blocks and small tactical strikes.
Devout - A devout is a singular unit, which has the potential to rally a large number of people up to make one powerful strike.
Magus - A magus is a small band of wizards which can gather resources like treasure from tombs and act as a magical funnel.
Each of these units have special abilities.
-if you construct a form of schooling, you can offset your unit towards a certain practice.
For instance, if you have a barracks, you get a soldier
if you then build a Guild house, you can turn those soldiers into Rangers.
In this transaction you will retain most of your soldier like nature, the slight sway towards syndicate gives your soldiers some more sneaky qualities.
Inversly - If you create a hostel you get bandits
If you then get a drill room, and train those bandits to be more militant, then they become marauders.
Think of it as a Adjective to noun comparison
Bill is an Entrepreneurial Artist
Fred is a Artistic Businessman
Other then that relationship, the other room aspects are open to fluctuation, although I like where those are going for now.
Wednesday, October 6, 2010
hallelujah Land ho!
So after a frustrating month of coding, mixed in with some needed reformatting, I have finally pressed forward into the island feature of map generations, this will offset any map generated which has too many water nodes, which significantly decreases play area. More to come soon, as I fix the apparent bugs in this picture.
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