Poll

What should I add next?

Worker Huts
9 (9.5%)
Hospitals
4 (4.2%)
Jails
4 (4.2%)
Warehouses
4 (4.2%)
Re-implement Farms and Crops
11 (11.6%)
Make the new graphics selectable without editing the .love file.
6 (6.3%)
Village Upgrades (Or upgrades in general)
15 (15.8%)
AI
39 (41.1%)
Other (State your idea in a post)
3 (3.2%)

Total Members Voted: 95

Author Topic: IsoLand - An Isometric Civilization-style Game (abandoned)  (Read 30330 times)

strip club......................... ............................. ....

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Nnnnnnnoty

Pre-generated might work just fine, but after a while, people might start to even know where stuff was. You could possibly have pre-generated map segments.
That's what I meant.


That's what I meant.
Ok, good. This would, however, make it so that if you wanted to keep that script simple, you would have to make all the areas on the same level at the edges, if you're going to implement that.

I still think you should use perlin noise.

Here's an image of a simple perlin noise world generator a friend and I made. It still needs some tweaking and whatever, but it generates decently good looking environments. The variation in colour is to symbolize depth. The lighter the green is the higher up it is, and the darker the blue is the deeper it is. You'll notice a little bit of square artifacts. I believe that's a result of our method of smoothing the noise patterns. Haven't bothered to try and fix it yet though.

Nah I'd like to keep it somewhat simple.

If I were to implement this should I base the darkness of the individual tile being checked upon the amount of blocks of water that surround it?

Or would it be easier to simply use the elevation value?

I would say elevation. Would it be possible to set it up with that pre generated thing but on a huge scale. So one pixel is one of the chunks. Then it could pick random coordinates at the start of each game and that would be where your 3x3 area starts? Could that work out?

This game is really awesome. The moving between tiles sound is kind of annoying though.

This game is really awesome. The moving between tiles sound is kind of annoying though.
Actually, addressing this problem. I'm going to try and make a softer noise. Maybe a click or a "wisp" kind of sound so it's not so in your face :L
OOOoo!! AND with that random map what about right in the center there could be a mountain or temple of some sort that you can find random treasure.

Nah I'd like to keep it somewhat simple.

If I were to implement this should I base the darkness of the individual tile being checked upon the amount of blocks of water that surround it?

Or would it be easier to simply use the elevation value?
The way the game is currently setup is perfect for perlin/simplex noise though.
Perlin noise is just a random number generator. You give it an x/y coordinate, and it spits out a value. However the way it works makes it so the random patterns take a more organic and smooth shape. It's only like 40 or so lines of code.
I could maybe show you our code depending on if my friend cares or not. Although it's written in C++, you should be able to understand the basic syntax and math.

The way the game is currently setup is perfect for perlin/simplex noise though.
Perlin noise is just a random number generator. You give it an x/y coordinate, and it spits out a value. However the way it works makes it so the random patterns take a more organic and smooth shape. It's only like 40 or so lines of code.
I could maybe show you our code depending on if my friend cares or not. Although it's written in C++, you should be able to understand the basic syntax and math.
That sounds really interesting. I might look it up, because I'm very curious about random number generation.

2D pixels. This looks fun, downloading.

It is super fun! But I bet it would be even more awesome if King was coolbro enough to release another update...? c:

It is super fun! But I bet it would be even more awesome if King was coolbro enough to release another update...? c:
oh blah it comes when it comes