Author Topic: Game Design Megathread  (Read 554655 times)

Here's something I've been working on with Unity that uses custom-made Perlin Noise and fractal algorithms (I'm going to update the noise and random number generator algorithms soon, so the landscape will look much better). I'm still in the planning stages, but so far I'm thinking of having an infinitely generated action-adventure/survival game, but with a unique theme. The geometry in the environment will play a major role in the game, and instead of maintaining your health to survive, you will have to maintain things like your connection strength, etc.



 
« Last Edit: January 26, 2014, 01:36:21 PM by [GSF]Ghost »

May I suggest doing a smoothing algorithm?

gosh why is it so hard to make something simple like that in love2d
The Tiled map editor and the Simple Tiled Implementation would do the trick. The font should be self explanatory.

Randomly generating the maps is even less of a problem really, in fact it'd probably be easier to do than in any other framework as barebones as LOVE. (not counting actual engines like Unity)
« Last Edit: January 26, 2014, 02:00:44 PM by Kingdaro »

May I suggest doing a smoothing algorithm?
I improved the smoothing ever since I made the PTG add-on for Blockland - it now uses a function of 6x^5 - 15x^4 + 10x^3 (or something like that; but it's a typical s-curve funciton). However, there was a problem with my random number generator (which is why it looks kinda odd). The random number gen. was entirely coordinate based, but didn't use the typical method of adding long integers, finding the modulus of division, etc. It was fast, but the way it modified a player's coordinates resulted in values that didn't seem all that random.

However, I decided just to randomly choose values from a value string instead, which works a lot better and still results in "infinitely" random terrain; I'm incorporating it into the next PTG update: http://forum.blockland.us/index.php?topic=243192.msg7160179#msg7160179
« Last Edit: January 26, 2014, 02:03:33 PM by [GSF]Ghost »

let me find my old smoothing algorithm and I'll send it to you.

use seeds, the more you use, the more random they are

because lua sucks.
I was originally just going to ignore this, seeing as you were probably just trying to spite me, but I'm curious of your reasoning on this, and I'd like to maybe discuss it in a civilized manner.

I mean, I personally like Lua as a language and how flexible it is, but I'll admit that, compared to other scripting languages, it is fairly verbose. The reason I use it and the LOVE framework, however, is that Lua is one of the simplest languages that's actually fast enough, small enough, and truly fit for gaming, and the LOVE framework is nice, in that it's simple and bare bones to the point that it gives you plenty of control over how your game works.

Because of Lua's verbosity, however, I've taken a liking to regular use of a language called MoonScript. It compiles to Lua, and the coffeescript-like syntax makes Lua much nicer to work with, admittedly without actually working with Lua.

Again, if you could expand on your point here, that be great.


The whole 1-indexing thing does throw off a lot of people, lol.

let me find my old smoothing algorithm and I'll send it to you.
use seeds, the more you use, the more random they are
I don't really need another smoothing algorithm, but I can try it out. I'll also incorporate a seed-system.

I could use feedback on the game- concept though, what do y'all think?

I could use feedback on the game- concept though, what do y'all think?

i don't know ghost, maybe if you publish it for one of the gaming consoles, but on PC i don't know. i've never seen a really serious, and successful game made that has 3D terrain generation



Here's an extremely placeholder-ish image of a thing I'm doing.
This image makes no sense at all. Do explain.

i just got 4 forgetin books on game design

nobody disturb me i am doing important research

i just got 4 forgetin books on game design

nobody disturb me i am doing important research
please tell me what books
I wanna get into this

Started a new game engine with dynamic shadows (so far it has been called Angine). Ill show progress once I get the player in.