- Joined
- Oct 17, 2009
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Wow. That is amazing.
Yes, I'm working on thatTalvaj do you want to pop some screenshots of what you've done with the design of that open world?
Yes, it is of course lol.[shocktag]It's alive!!![/shocktag] *gasps*
Yeah, I know how you would do that in a minecraft-esque algorithm. That wasn't my question; I was talking about Memento Mori here, where obviously you don't have randomized biomes.Because the pathing blockers are the only destructibles in the map, I simply pick all destructibles within region and kill/resurrect them while ordering the tile doodad to play a specific animation depending on the biome it should be in. The doodad has different texture in different animations.
Biomes are made by simply scattering regions around the playable map area, if different regions overlap each other they attempt to move elsewhere while same biome regions are not forced to move in order to create "clumps" of the same biome type after that tiny regions are scattered around the map to make the biomes look less artificial.
The squares occupied by water simply have their pathing blockers left intact and their tile mesh animation set to "hide". The actual water is just a doodad submerged below the terrain.
It's all in GUI, I literally just cobbled it up in a few minutes.
Yeah, considering the models are static, you can do that; however, the point why I'm asking this was: it actually requires A LOT of rects and there actually is a way to automate this which could get rid of all the rects and regions.No detecting really, because the layouts are pre-made the trigger that picks a random layout is also triggered to kill specific regions.
There is one region per pathing blocker for detail pathing, and also larger regions for simpler layouts. Things like lootable objects are scattered similarly like the minecraft-like world gen but in a smaller scale within the selected layout.
I guess it would be more convenient for the game to detect the pathing by itself, but given the layouts really aren't that random it isn't really necessary.
The whole idea is about cramping things in to save space, the randomness is a bonus lol. In a way the actual map is just an overworld that allows you to access different locations kinda like overworld in Final Fantasy would.
Yeah; actually, that is required for this to work, as you basicly need to have large enough Z-difference between adjacent cells to detect a wall.Hmm yeah, I could do that. It is indeed around 150 regions the way it is currently if I remember right.
Making walls part of the walkable platform should work just fine then ?