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Topic: Random world map
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- This topic has 6 replies, 2 voices, and was last updated 10 years, 9 months ago by Gotanmarf.
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28. February 2014 at 16:40 #469GotanmarfParticipant
Hey guys,
I wonder what algorithm do you use for generating random world map? I think that diamond square algorithm is not proper for generating lands on tectonic plates, it is good rather for randomizing mountains, highlands and natural resources abundances per square unit.
Some time ago I wrote algorithm for generating world map based on 2-d tiles.
Check some 5 examples: here.I can send you c++ code if you like.
28. February 2014 at 18:27 #470RapKeymasterHello again!
When we use the term world map, world refers to the known world as in medieval times. We won’t have a whole planet with different continents. What we’ll have instead is more akin to a classic fantasy realm; a single continent that may potentially have different climate zones.
We use a naive algorithm to generate a landmass that subjectively feels like something that could be real to the layman by adhering to some commonly known principles. We don’t attempt to create an actual simulation of geological and metereological forces, however. Our priority is simply to have a worldmap that looks good and feels good to play on.
I appreciate your offer to share your code but it won’t be necessary here as we already have our own solution.
28. February 2014 at 19:12 #471GotanmarfParticipantI appreciate your offer to share your code but it won’t be necessary here as we already have our own solution.
Ok, I trust that this will be sufficient for feeling natural land shapes, and natural resources distribution. In general,… inland towns, cities, and villages rises near rich natural resources.
Besides, you want to keep source code closed (I guess).
28. February 2014 at 19:54 #472RapKeymasterYep. We also have agricultural assets (like farm land) we place near villages and towns, as medieval towns obviously relied heavily on those. While we don’t have natural resources on the map as a gameplay concept, we try to have towns placed near fertile land (grassland, forest, rivers) and not in the middle of some baren wasteland. If you have some further good suggestions, I’d be happy to hear them!
6. March 2014 at 01:50 #477GotanmarfParticipantHello again!
Excuse me, but so many linear games, make so many wishes for sandbox games.
6. March 2014 at 02:32 #478RapKeymasterNo need to excuse yourself! I think it’s awesome that we get feedback from passionate gamers such as you. Our very next blog post, which we’ll post tomorrow or the day after, will cover our plans for the worldmap and should answer some questions.
As for sandbox games in general, I think there’s been a shift in recent times towards more open world sandboxy concepts. A few good selling open world games (e.g. Skyrim, GTA) made everyone aware that there is a lot of consumer interest in those. I think we’ll only see more of them.
6. March 2014 at 04:52 #479GotanmarfParticipantA few good selling open world games (e.g. Skyrim, GTA) made everyone aware that there is a lot of consumer interest in those.
Open world idea is beyond terms such as “good selling”. Sandbox is more like state of mind, or life style, not based on capitalistic commercialism.
We see that capitalistic systems doesn’t work, in real world, on this planet, with such big number of population, so not everyone likes to be associated with just “consumers”. They are more like brothers of idea. -
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