A Randomly Generated World

getting a concept hold on…

for simplicity 30 tiles on the y and 10 on the x as a little test

So what needs to be randomized @glithctyrus
The shape of it? The landscape? Do you have a tileset to use?

@TinkerSmith the shape heres some small referces:Screenshot 2020-07-02 at 8.50.39 PM
Screenshot 2020-07-02 at 8.51.50 PM
the second one is probally more simple while the first is a little more complex (ill try to incoperate this in my flowjam entry in some way :smile:

I don’t have the time atm to create another generator, I’m far stretched as it is. Otherwise I would have said let’s try to modify the Cellular Map Generator I once did.

But seeing the 2nd Image I would say keep it simple. Create the island square as there (it really looks cool). Cover 28x8 from the 30x10 area so you have one line of water around it.
Then around the outer edge, 1,2 or 3 tiles deep, randomly remove tiles to get the rugged outline. That way you also make sure you always have a solid central area :slight_smile:

Change the probabilities when you come from the outer sides closer to the center. Do you know how to do that?
For the ones that don’t, you run a Random, lets say from 1 to 100. Then you use a Filter.
On the outer edge of the island you set the Filter to ‘greater than 30’, that gives you a 70% chance that a tile will be removed.
Next edge in you say ‘greater than 60’ = 40% chance.
3rd row in you say ‘greater than 95’ = 5% chance.

Just an idea between jobs here at work :slight_smile: I hope the other guys here have better ideas.

Does that make sense?
If you want a circular island one would have to use sinus/cosines and change the probabilities inside an imaginary circle.

But again, I think the square one is quite cute :slight_smile:

P.S. Ah, I see they use Perlin Noise for the generator. I so wish we could do that in Flowlab, would be my wish come true. Sadly enough the functionality required to do that in an easy straight forward fashion is not quite here yet.

Whoops :slight_smile: someone is spawning
Like the approach :slight_smile:
Just a thought on the side, looking at the camera coordinates it looks like they include that offset I added to position it.
Since the camera position is related to the player position anyway, I wonder if it would be easier just to extract the player X/Y and set the maximum boundaries from there? Just babbling, lol

Yeah that’s me.

So far it only spawns on two edges.

Outch, lag, it must run in circles somewhere.
hmmm, what’s the idea behind the collision/destroy if I may ask? Just curious and want to get the bigger picture :slight_smile:

I have an idea:
what if we made special blocks that go in a rectangle always around the player, and if the blocks collide with a wang tile, they destroy it, and if they find empty space, they spawn a wang tile?
The blocks would stay outside the camera view.

Hmmm, would be one option, but I think we should be fine by just relating it to the screen position. I run a test right now in a separate test project.

But hold that thought as a backup plan

I think the lag is due to the fact that it spawns 2 sets of tiles, on when you move away, one when you go back. I guess starting the player behind the tiles might work for now…

I got my dinner call, I have another look later on :slight_smile:
Thanks for putting the work in.

Alright, see you later.

P.S. @thebrickccentric , maybe just raycast from within the player.

Like, raycast a certain distance to the East and if it is a miss (=empty) spawn a tile … along those lines.
And in the tile we only have the behavior where they kill themselves once they are a certain distance away from the player …
Would that work?

Got visitors, so can’t play without getting into trouble with my Sweetheart :slight_smile:
Maybe one of the other guys here can advice. BIG SHOUT OUT

I think if the player raycasts over existing tiles, it will pick up those instead of returning empty. Maybe launch an invisible projectile that activates after a certain time? (That’s probably a bit too crazy.)

@thebrickccentric and @TinkerSmith Can we also try to do a mock up of making the biomes to form the basis of the map, and then the wang tiles? We still need to generate the main maps using the seeds.

?
The tiles will be the basis of the biomes, I don’t understand? The gfx just has to be replaced with what they are supposed to represent.
That’s why I asked earlier if you want to see the whole map or the zoomed in play area.
So imagine at the moment it is the ‘grass’ area.
Maybe if you also could spare some time and just contribute the elements you imagine? Would clarify things and help a lot :slight_smile:

Or otherwise, if too busy, shall we maybe call it a day until the Flowjam is over?

@TinkerSmith , sorry for the confussion. What I mean is, while we are working on the wang tiles for the grass biome, before we go further into that, we should focous on spawning the different biomes and creating the map. As in, if we create a controller, do what @thebrickccentric Did on his game, but on a much larger scale. In his game, he had already esbablished a lot of biomes (Which he called turfs) but they were small. if we replicat that but make the biomes bigger, that would be perfect.

Oh.
So you do want to see the whole map as in zoomed out @“The Kodex” ?
That was my original question :slight_smile: