This is a discussion on Random Map Progress within the PHP Language forums, part of the PHP Programming Forums category; I asked for some advice a few months back about how to generate a "random" map for a ...
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I asked for some advice a few months back about how to generate a
"random" map for a game I was writing. I got sidetracked but here is the latest version of it in case anyone is interested: http://www.ogreview.org/view_map.php It's going to need a lot of refirnement before it is going to be good enough to be useful of course. |
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skulkrinbait@googlemail.com wrote:
> I asked for some advice a few months back about how to generate a > "random" map for a game I was writing. I got sidetracked but here is > the latest version of it in case anyone is interested: > > http://www.ogreview.org/view_map.php > > It's going to need a lot of refirnement before it is going to be good > enough to be useful of course. > Looks ok, seemed a little slow, but I don't know what it's doing in the background :-) What game are you writing? |
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On Oct 10, 4:03 pm, Tyno Gendo <tyno.ge...@example.net> wrote:
> skulkrinb...@googlemail.com wrote: > > I asked for some advice a few months back about how to generate a > > "random" map for a game I was writing. I got sidetracked but here is > > the latest version of it in case anyone is interested: > > >http://www.ogreview.org/view_map.php > > > It's going to need a lot of refirnement before it is going to be good > > enough to be useful of course. > > Looks ok, seemed a little slow, but I don't know what it's doing in > the background :-) > > What game are you writing? It is a bit slow but that's not a problem as it will be a turn-based game where the map will be generated in a way that the players wont notice, I intend generating maps in 100 x 100 (for example) sized blocks and then generating a new block whenever a player explores beyond what is currently generated. Each block will be in effect an island, to avoid the trouble of having to make each block match up with it's neighbour. The game doesn't have a name yet, but it is loosely based on the old 1980's game "Empire" if you're familiar with that. The map is fairly key to the game so I'm not coding that until I am fairly happy with the map although most of the ideas are already down on paper. I'll post updates on here if there is any interest. |
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On 11 okt, 08:11, "skulkrinb...@googlemail.com"
<skulkrinb...@googlemail.com> wrote: > On Oct 10, 4:03 pm, Tyno Gendo <tyno.ge...@example.net> wrote: > > > skulkrinb...@googlemail.com wrote: > > > I asked for some advice a few months back about how to generate a > > > "random"mapfor a game I was writing. I got sidetracked but here is > > > the latest version of it in case anyone is interested: > > > >http://www.ogreview.org/view_map.php > > > > It's going to need a lot of refirnement before it is going to be good > > > enough to be useful of course. > > > Looks ok, seemed a little slow, but I don't know what it's doing in > > the background :-) > > > What game are you writing? > > It is a bit slow but that's not a problem as it will be a turn-based > game where themapwill be generated in a way that the players wont > notice, I intend generating maps in 100 x 100 (for example) sized > blocks and then generating a new block whenever a player explores > beyond what is currently generated. > > Each block will be in effect an island, to avoid the trouble of having > to make each block match up with it's neighbour. > > The game doesn't have a name yet, but it is loosely based on the old > 1980's game "Empire" if you're familiar with that. Themapis fairly > key to the game so I'm not coding that until I am fairly happy with > themapalthough most of the ideas are already down on paper. > > I'll post updates on here if there is any interest. Looks nice! Did you resolve your problems with the 'dead end' lakes? I would like it if you could post updates. |
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On Oct 11, 12:05 pm, Franko <frankkoorns...@gmail.com> wrote:
> On 11 okt, 08:11, "skulkrinb...@googlemail.com" > > > > > > <skulkrinb...@googlemail.com> wrote: > > On Oct 10, 4:03 pm, Tyno Gendo <tyno.ge...@example.net> wrote: > > > > skulkrinb...@googlemail.com wrote: > > > > I asked for some advice a few months back about how to generate a > > > > "random"mapfor a game I was writing. I got sidetracked but here is > > > > the latest version of it in case anyone is interested: > > > > >http://www.ogreview.org/view_map.php > > > > > It's going to need a lot of refirnement before it is going to be good > > > > enough to be useful of course. > > > > Looks ok, seemed a little slow, but I don't know what it's doing in > > > the background :-) > > > > What game are you writing? > > > It is a bit slow but that's not a problem as it will be a turn-based > > game where themapwill be generated in a way that the players wont > > notice, I intend generating maps in 100 x 100 (for example) sized > > blocks and then generating a new block whenever a player explores > > beyond what is currently generated. > > > Each block will be in effect an island, to avoid the trouble of having > > to make each block match up with it's neighbour. > > > The game doesn't have a name yet, but it is loosely based on the old > > 1980's game "Empire" if you're familiar with that. Themapis fairly > > key to the game so I'm not coding that until I am fairly happy with > > themapalthough most of the ideas are already down on paper. > > > I'll post updates on here if there is any interest. > > Looks nice! Did you resolve your problems with the 'dead end' lakes? I > would like it if you could post updates.- Hide quoted text - > > - Show quoted text - I've not started working on rivers/lakes as yet but I do have some ideas. However, I've had a completely different idea about how to generate maps that will work with my game design better as I want it to produce islands, so I am going to explore that first to see how it turns out. I'll update here when I've got something worth showing. |
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On 11 okt, 13:18, "skulkrinb...@googlemail.com"
<skulkrinb...@googlemail.com> wrote: > On Oct 11, 12:05 pm, Franko <frankkoorns...@gmail.com> wrote: > > > > > > > On 11 okt, 08:11, "skulkrinb...@googlemail.com" > > > <skulkrinb...@googlemail.com> wrote: > > > On Oct 10, 4:03 pm, Tyno Gendo <tyno.ge...@example.net> wrote: > > > > > skulkrinb...@googlemail.com wrote: > > > > > I asked for some advice a few months back about how to generate a > > > > > "random"mapfor a game I was writing. I got sidetracked but here is > > > > > the latest version of it in case anyone is interested: > > > > > >http://www.ogreview.org/view_map.php > > > > > > It's going to need a lot of refirnement before it is going to be good > > > > > enough to be useful of course. > > > > > Looks ok, seemed a little slow, but I don't know what it's doing in > > > > the background :-) > > > > > What game are you writing? > > > > It is a bit slow but that's not a problem as it will be a turn-based > > > game where themapwill be generated in a way that the players wont > > > notice, I intend generating maps in 100 x 100 (for example) sized > > > blocks and then generating a new block whenever a player explores > > > beyond what is currently generated. > > > > Each block will be in effect an island, to avoid the trouble of having > > > to make each block match up with it's neighbour. > > > > The game doesn't have a name yet, but it is loosely based on the old > > > 1980's game "Empire" if you're familiar with that. Themapis fairly > > > key to the game so I'm not coding that until I am fairly happy with > > > themapalthough most of the ideas are already down on paper. > > > > I'll post updates on here if there is any interest. > > > Looks nice! Did you resolve your problems with the 'dead end' lakes? I > > would like it if you could post updates.- Hide quoted text - > > > - Show quoted text - > > I've not started working on rivers/lakes as yet but I do have some > ideas. > > However, I've had a completely different idea about how to generate > maps that will work with my game design better as I want it to produce > islands, so I am going to explore that first to see how it turns out. > > I'll update here when I've got something worth showing.- Tekst uit oorspronkelijk bericht niet weergeven - > > - Tekst uit oorspronkelijk bericht weergeven - You could have a look at this http://www.idevgames.com/forum/archi...hp/t-5136.html Looking at this I also had an idea which is a mix of some of the others. 1. divide your main area in a number of sub areas (for example 9) 2. assign a random height to each sub area (independent of its neighbours) 3. go to sub area 1 and divide this into a number of sub sub areas (again, let's say 9) 4. for each sub sub area that is a neighbour of a sub area (for instance sub area 2) you could do (height_sa1 + height_sa2) / 2 + rand(-x, x) 5. repeat 4 for each sub sub area and go on to the next sub area I haven't realy thought this trough but maybe it helps :) |
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If anyone is interested, this is the latest version of the prototype:
http://www.ogreview.org/map/map_viewer.php There's still a lot of work to do, rivers are not showing up correctly for example and the coastlines are too straight as well. I will add a legend at some stage but in essence sea is blue, mountains grey, hills brown and plains yellow. Sometimes the rivers show up OK, other times you get a missing image placeholder. Once I get rivers/lakes working I will add forests and cities. Thanks! |