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Author Topic: Cloud Scream > Development on Pause  (Read 85762 times)

Outcast Orange

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Cloud Scream > Development on Pause
« on: September 25, 2009, 12:30:31 pm »

Cloud Scream
------------------
Created by Outcast Orange


An entire universe:
Spoiler (click to show/hide)
Paradise Island:
Spoiler (click to show/hide)
Waterplate:
Spoiler (click to show/hide)
Winter map:
Spoiler (click to show/hide)

Controls:
Spoiler (click to show/hide)

Description:
Spoiler (click to show/hide)

Future Additions:
Spoiler (click to show/hide)

------------------
Cloud Scream 0.5 (Sound, Text, and More)
Cloud Scream 0.51 (Magma, Fire, and Magic)
------------------
« Last Edit: June 25, 2010, 03:14:44 pm by Outcast Orange »
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[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Armok

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Re: Textland: A 3D world generator
« Reply #1 on: September 25, 2009, 03:44:01 pm »

Suggestion, actually almost pseudocode:
 - make a 3d grid of equal size to the one you're using for this, each tile in this grid is a bolean, randomly set either true or false. you might want to try out different gradients of probability, especially a spherical one were at the centre the probability is 1 and then goes down to 0 at a certain distance from that point.
- Assign each tile in your actual grid based on the MEDIAN of the corresponding point in the boolean grid: that is, if the majority of the cells in a 5*5*5 cube around the corresponding point are true, make it earth, if the majority are false, make it open space.
- do some simple erosion and/or search-and-destroy disconnected segments.
- do some kind of search to find places where there should be lakes, and add water there. Make the earth tiles that are above a certain distance form any open-space tile into magma.
- do some other polishing, perhaps some kind of way for something ground-bound to get between different places more easily.
- ???
- profit.
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Sszsszssoo...
Sszsszssaaayysss...
III...

Outcast Orange

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Re: Textland: A 3D world generator
« Reply #2 on: September 25, 2009, 05:20:22 pm »

Thanks for the suggestions.
I'm trying to figure out all of this on my own though.
So all of my functions are home brew so far. (except for distance)
I'm trying to make this as original and unlike DF as possible. (While maintaining my own goals)
My best bet is to try to make mine super complex.
I've got all of these ideas for faults and plate shifts, and I've only just scratched the surface.
I like your suggestions, and I'll think about them when I'm working out the other stuff.
I'm just happy I could throw together a 3D map creator so quickly.

There are already a bunch of features represented:

-Ocean
-Islands
-Lava (above ground magma flows)

I'm going to probably start working on remapping parts of it's surface to a 2D map, for easier navigation.
Then I can start making local areas.

I expect this to grow into a sandbox type game like Dwarf Fortress, just with less of a focus on dwarfs,
and more of a focus on the formation of rock layers, plate tectonics, and underground pressure.

Then, if the foundation is strong enough, I think I'll make some sort of simulated ecosystems.
I really hope this doesn't turn into a DF clone.
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[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

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WorldJem: Large Cluster Mountains
« Reply #3 on: October 03, 2009, 10:50:21 am »

I've been working on my world generation for a couple of weeks now, and I'm starting to get some pretty complex results.
in the following image, the top-left tile is the planet's center.
Spoiler (click to show/hide)

Firstly, I scrapped the layers for now, because they are only getting in the way.
When the terrain is in a shape that I like it better, some more complex things are going to happen to the layers.
I will add a temperature value to every tile based on:
-Distance from core (thermal heating)
-Distance from surface (solar heating)
-Distance from magnetic poles (fakes icecap generation)

Stone of a certain temp value will be displayed as red, orange, yellow, brown, or white.
I can't wait to see the results of that, but for now I've got to refine my mountain generation technique.

If anybody wants it, I can post a download link of my entire project, including a working .exe and all code.


« Last Edit: October 03, 2009, 11:13:57 am by Outcast Orange »
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[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Armok

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Re: Textland: Renamed WorldJem: Cluster Mountains
« Reply #4 on: October 03, 2009, 11:25:30 am »

Looks like you used my median-based idea. Also, a minor modification that comes to my mind (this might not turn out to be an improvement at all) looking at that is running the median filter twice, and/or using another shape/size than a simple 5*5*5.

Also, could you post some kind of view that makes the 3d structure more visible?
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Sszsszssoo...
Sszsszssaaayysss...
III...

Outcast Orange

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Re: Textland: Renamed WorldJem: Cluster Mountains
« Reply #5 on: October 03, 2009, 11:47:23 am »

I am using a system, where it adds a ton of random land tiles all over the universe.
The further away from the core, the more random tests the tile needs to survive to become land.

Then, it fills in the land with a sort of odd process: (the following process is applied to all tiles in the universe, land or not.)
-It gets the average height of the surrounding LAND tiles.
-It compares the average distance against it's own distance.
-If the average distance is equal or higher, and the current tile isn't land already, that tile becomes a special tile.
-After all tiles have been tested, the special tiles become land.

Also, there isn't really a way to display the 3D structure... any ideas?

EDIT: Thanks for the advice and interactions Armok. Input makes everything worth it.
« Last Edit: October 03, 2009, 01:23:16 pm by Outcast Orange »
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[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Killas[SiN]

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Re: Textland: Renamed WorldJem: Cluster Mountains
« Reply #6 on: October 04, 2009, 05:53:38 am »

Looks all very interesting and promising.

I have an idea for a long term goal - when you finish all the world generation and stuff, you could try making life and mess around with 'genetics'.
Basically, there would be parameters like
[FLY:*]
[SWIM:*]
[WALK:*]
With the * replaced by a value from 0 to 1.00. And parent organisms would mate to create offspring with inherited genetic features...

Sommat like that.

PS: Sorry I can't help you more with your technical questions... I'm no programmer -.-

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Outcast Orange

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Re: Textland: Renamed WorldJem: Cluster Mountains
« Reply #7 on: October 04, 2009, 09:47:34 am »

Check it out now:
Spoiler (click to show/hide)

I'm going to go for more of a fantasy world for now on, as far as landmasses and physics go.
Don't worry, I still plan on putting in fault lines and volcanoes, and all that fun underground stuff.
But I'm really liking the floating ice rock mountains in the picture above.

@Killas[SiN]:
I actually was planning on taking it in that direction after I got a basic ecosystem working.
That sounds like it will be really fun to program (no sarcasm).

At the moment, I'm going to optimize the code (it takes my computer 50 seconds to finish world gen) and then I will figure out how to
get a static, unmoving screen set up, so I can display my test character on surface level, and have a little walk around.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

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So now you can take control of "orange" a cyan colored "Z", and explore the landscape.

-Orange always starts at the top pole, above highest land tile.
-Orange can move into adjacent squares. (not diagonally)
-Orange can fall off of edges.
-Orange can control direction while falling
-Orange can jump high enough to bridge small gaps, or scale small cliffs.

So far I've been able to:
-Jump off the edge of the planet. (gravity only pulls things down and past the south pole)
-Spelunk down through gaps and get to the magma layer.
-Get all the way to the underside of the planet near the south pole (overhanging landmasses)

Next up:
Who knows?
Any ideas?
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

TheNewerMartianEmperor

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Simple plants!
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Once tried to conquer Earth, and succeeded! Too bad it got really, really boring, really, really fast.

One day, we shall all look back on this, and laugh. Sorry about the face, by the way, and the legs, and the eyes, and the arms. In fact, sorry 'bout the whole body.

bjlong

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Re: WorldJem: Exploring, Jumping, and Falling (also, soon to be renamed again)
« Reply #10 on: October 04, 2009, 03:30:12 pm »

Simple ecology
Some sort of "zoom in" thing, where you gen more detail if you want to see a specific map area.
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Akigagak

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Re: WorldJem: Exploring, Jumping, and Falling (also, soon to be renamed again)
« Reply #11 on: October 04, 2009, 03:32:04 pm »

Sensible gravity?
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Outcast Orange

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Re: WorldJem: Exploring, Jumping, and Falling (also, soon to be renamed again)
« Reply #12 on: October 04, 2009, 03:37:17 pm »

But I like my nonsense gravity!
Haha.

No, really. I think the strange physics are going to be a hallmark of my game.
No boring old flat ground with terrain differences in this game.
Floating mountains and one way gravity!

Is that okay with everyone?
I really enjoyed free falling and trying to make my way down and under the planet.
It was like super ninja-rific. You guys should try.

EDIT:

I think I'm going to start working on water physics, then add some endless sources near the pole.
Cascading waterfalls into oblivion sound good to anybody? I will give them a directional force,
and then they will be able to erode softer rock, or sweep people off of the surface. (Including the test adventurer)
« Last Edit: October 04, 2009, 03:41:57 pm by Outcast Orange »
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Armok

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Re: WorldJem: Exploring, Jumping, and Falling (also, soon to be renamed again)
« Reply #13 on: October 04, 2009, 04:14:38 pm »

I think you shuld have the gravity towards the center of the planet, otherwise it will just feel like a spherical platform.
Hmm, whatyou could do, is make gravity tangental rather than normal to the surface, that way you can still fall of!
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Sszsszssoo...
Sszsszssaaayysss...
III...

Outcast Orange

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Re: WorldJem: Exploring, Jumping, and Falling (also, soon to be renamed again)
« Reply #14 on: October 04, 2009, 04:19:45 pm »

Describe this "tangental" fellow.
I'm afraid I'm not familiar with him.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream
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