it can be modified. bigger squares, random gap location/bigger gaps. bigger gaps between rooms...bigger areas, more "branches....
but not perfect yet. not totally sure how I would like it to be. Perhaps a bit bigger rooms and a bit bigger gaps between rooms...perhaps even combining some rooms...
Very interesting. Yeah many ideas could be used to improve it. What about rooms with different sizes? Maybe a large room that is actually composed by 4 standard rooms (2x2). I can imagine some kind of mini game being based on this system.
Random dungeons are always cool. Where is the music from? :D
How about an option for different shapes? Imagine how nice it would be to have a hexagon room. This generation method seems like a good idea, I only would like to see how room looks from normal camera view.
that was shown of last video. It looks ugly from normal view atleast and still not sure about the room size.
The more complex you want to make it the harder its to maintain it. Well making circle or hexagon rooms would still be doable, but I dont wana spend my time for that.
Im more concerned about what the hell Ill use this for...This could be done for something totally different too. Like mining game, but I doubt ill do that.
If I were to make a dungeon/hero game I dont know what to add to it. Probly would need like shitload of items and currently you cannot make a decent inventory without dialogs...which is a pretty big issue when trying to deal with lots of items.
oh and music from both videos are from chrono trigger. I pretty much use SSH mixes or CC on my videos -_-
Nice animations, what are you using? ;D
I used wallunits to create rooms and stored information inside their HP values to determine what they are and saved them into different unit groups.
I'm actually not sure if you use units apart from the bushes that are walls. What the heck are you using? Terrain height changing actors?
Yup, no units used. Im just using variables. It consists of 10x10 points and each point is like 10x10 room. Then I just combine the rooms to make bigger ones and so one. Those trees are just a placeholder for ground and sight pathing blockers (I might use trees for that purpose too)
And I just lower the terrain with terrain deformer actor. Those numbers you see running are suppose to presetn the room number, but currently there are some bugs that im trying to fix...
I think I finally fixed all the bugs. So im trying to figure out if I could actually use this for something. The main problem is that the random terrain needs the whole 256*256 map. So if I want to have towns and such they would need to be generated when needed....
Im not actually sure how much the randomization adds to gameplay. I was planning on a hero dungeon explorer, but even with monsters and perhaps trap rooms...I feel like there is not much you can do and it might get boring really fast.
so Im wondering should I try to develop this further or make something else....
Just some questions for future reference for myself because I'm working on a map and would really like to add terrain deformations in the future.
Do terrain deformations work by using squares or circles?
Do you need to use many deformers to create your areas or are you using ones designed into lines?
Can you modify the terrain deformers so you only need to use one to create a large hill area or do you need to use smaller deformers one at a time?
If I remember correctly, terrain deformations doesn't change pathing so units would walk right through the deformations. Not a problem for me as I don't use units.
1.I think i tested that and it can be circles and squres if I remember correctly
2. Im using several of them. But perhaps only 1 would be enough since it depends on the "footprint" deformer uses. I didnt look too much into it, since last time custom footprints just wasted my time
3. I tried using one terrain deformer but it appears you cannot change the "heigh" value with catalog set triggers. So I suppose you would need one for each desired height.
4. Yes pathing doesnt change. Only sollution seems to be to add pathing blockers to the place you dont want units to travel.
For the hills and pathing I was thinking of something along these lines:
Create deformation
Create region/point
Whenever a unit comes into range of the deformation alter the units height over time based on the deformations height/angle-to-height/slope and the units movement angle/direction. and if the unit moves while on the deformation apply the formula again.
Not sure how to deal with multiple deformations in the same area or blocking (line of invisable something). Will require some thinking.
Next idea. Along the same lines as the first but for multiple deformations. Instead of simple combineding two angles you map out each point in the deformation to have its own height. The when the unit move you get the angle, which points it goes over, and use triggers to change the units height multiple times.
Building on what I just said, use a trigger to compare each point to surrounding points and if the height difference is above a certain amount place a pathing blocker.
v:0.1
v0.2
it can be modified. bigger squares, random gap location/bigger gaps. bigger gaps between rooms...bigger areas, more "branches....
but not perfect yet. not totally sure how I would like it to be. Perhaps a bit bigger rooms and a bit bigger gaps between rooms...perhaps even combining some rooms...
feedback !
Wow, very impressive. I'd like to see more.
Feedback:
-Maybe make gaps sometimes just randomly have rocks or gates in the way or something
-Objects inside of the rooms with some being destructible
-Rooms having a chance to turn into a hallway instead of a room
-I think gaps are a little bit small, make them longer and thinner in return? And rooms seem fine
I'd like to see an interesting finished product out of this. ;)
Very interesting. Yeah many ideas could be used to improve it. What about rooms with different sizes? Maybe a large room that is actually composed by 4 standard rooms (2x2). I can imagine some kind of mini game being based on this system.
new version. Has some bugs and debugger gives weird trigger errors sometimes....
I will probly try to make it a bit better and perhaps even add some life to the dungeon....
but the bugs are rather anoying to fix....
also generating these new dungeons take too much time (1-2mins) gotta optimize that too....
Random dungeons are always cool. Where is the music from? :D
How about an option for different shapes? Imagine how nice it would be to have a hexagon room. This generation method seems like a good idea, I only would like to see how room looks from normal camera view.
@DuckyTheDuck: Go
that was shown of last video. It looks ugly from normal view atleast and still not sure about the room size.
The more complex you want to make it the harder its to maintain it. Well making circle or hexagon rooms would still be doable, but I dont wana spend my time for that.
Im more concerned about what the hell Ill use this for...This could be done for something totally different too. Like mining game, but I doubt ill do that.
If I were to make a dungeon/hero game I dont know what to add to it. Probly would need like shitload of items and currently you cannot make a decent inventory without dialogs...which is a pretty big issue when trying to deal with lots of items.
oh and music from both videos are from chrono trigger. I pretty much use SSH mixes or CC on my videos -_-
Nice animations, what are you using? ;D
I used wallunits to create rooms and stored information inside their HP values to determine what they are and saved them into different unit groups.
I'm actually not sure if you use units apart from the bushes that are walls. What the heck are you using? Terrain height changing actors?
Yup, no units used. Im just using variables. It consists of 10x10 points and each point is like 10x10 room. Then I just combine the rooms to make bigger ones and so one. Those trees are just a placeholder for ground and sight pathing blockers (I might use trees for that purpose too)
And I just lower the terrain with terrain deformer actor. Those numbers you see running are suppose to presetn the room number, but currently there are some bugs that im trying to fix...
Shame blizzard threw out the Wc3 pathing modification actions when making sc2, That would be invaluable here, as well as for a ton of other maps.
I think I finally fixed all the bugs. So im trying to figure out if I could actually use this for something. The main problem is that the random terrain needs the whole 256*256 map. So if I want to have towns and such they would need to be generated when needed....
Im not actually sure how much the randomization adds to gameplay. I was planning on a hero dungeon explorer, but even with monsters and perhaps trap rooms...I feel like there is not much you can do and it might get boring really fast.
so Im wondering should I try to develop this further or make something else....
HELP :(
first I saw it I thought it was for platform game. But you can still make a platform game from it:D
@Hookah604: Go
sadly cannot. Wasd is not really viable atleast not for platformer :(
Just some questions for future reference for myself because I'm working on a map and would really like to add terrain deformations in the future.
Do terrain deformations work by using squares or circles?
Do you need to use many deformers to create your areas or are you using ones designed into lines?
Can you modify the terrain deformers so you only need to use one to create a large hill area or do you need to use smaller deformers one at a time?
If I remember correctly, terrain deformations doesn't change pathing so units would walk right through the deformations. Not a problem for me as I don't use units.
@zandose: Go
1.I think i tested that and it can be circles and squres if I remember correctly
2. Im using several of them. But perhaps only 1 would be enough since it depends on the "footprint" deformer uses. I didnt look too much into it, since last time custom footprints just wasted my time
3. I tried using one terrain deformer but it appears you cannot change the "heigh" value with catalog set triggers. So I suppose you would need one for each desired height.
4. Yes pathing doesnt change. Only sollution seems to be to add pathing blockers to the place you dont want units to travel.
Nice job dude its awsome
For the hills and pathing I was thinking of something along these lines: Create deformation Create region/point Whenever a unit comes into range of the deformation alter the units height over time based on the deformations height/angle-to-height/slope and the units movement angle/direction. and if the unit moves while on the deformation apply the formula again.
Not sure how to deal with multiple deformations in the same area or blocking (line of invisable something). Will require some thinking.
Next idea. Along the same lines as the first but for multiple deformations. Instead of simple combineding two angles you map out each point in the deformation to have its own height. The when the unit move you get the angle, which points it goes over, and use triggers to change the units height multiple times.
Building on what I just said, use a trigger to compare each point to surrounding points and if the height difference is above a certain amount place a pathing blocker.