I was planning to slowly randomize the game's layout. Earlier, pre-hiatus, I made it so ores/minerals were randomly placed in the world and other little things like that.
Earlier this week I started working on randomizing more things. I told my self I'd start with rivers, the tree placement. This would allow me to slowly take Stranded to 100% randomized islands on start up.
Well, I finished rivers.
They start at the "source" and flow towards the a nearby ocean tile. Building things on rivers redirects the river and blocks flow destroying the old route.
I personally liked the 'edge' icons oceans, sand, and other turfs had in-game - instead of blocky transition from one to the other- so naturally I thought a good step towards a nice looking 100%-randomized map was to code a way for turfs to keep that look. Which works nicely too.
Feeling a sense of urgency to make the most of my "gee that was easier than I expected" streak I said screw slight transition.
Preview
Enjoy a preview of randomized land masses.
Settings which can be adjusted:
Number of islands.
Scarcity of things.
Landmasses sum equal to roughly 25% of the world map and only form within a 150 tile border. Ensuring the islands being centered and keeping a nice realistic 75% water ratio. This also means having less islands means bigger ones and vice-versa. I'll be starting the formation of grass and dirt now.
Download the Stranded Map Generation Demo here!
Preview
Note: each pixel on the example maps are 1 tile.
May 19 2011, 4:20 pm
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Will there still be those whirlpools that teleport you around the map? Cause I like those....
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Yes. They however won't be permanent. They'll temporarily appear and then disappear. I might also make it take time and if you're in transit when it disappears it leaves you in the ocean.
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