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Offtopic / Re: XCOM Inspired Fantasy Game
« on: October 18, 2019, 02:34:47 am »
Came with a simple dungeon generation algorithm. It is relatively flexible and can fill in any stencil constrained area. Should be good enough for now
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Looks neat. Anyways I have a question, will it be something like mount and blade where you travel the world map or will the geoscape be totally removed?There is a random world map generator. But no globe - just a 2d maps with several islands, which player can visit using ship. The world map movement is also turn-based, compared to XCOM. As usual, player explores world map, completes quests, which are randomly generated, as well as quest sites. There are also several cities, including port cities, where player can rent a ship.
I'm reminded of Zone of the Enders: Fist of Mars actually. A little-known GBA tactical RPG (no grinding, similar to most Fire Emblems) that was an interquel to the fast-paced mecha fighting ZoE 1 and 2.Looks cool. Thanks for hinting at. Also, GBA had actual XCOM-like game from Gollop, called Rebelstar. It was heavily stripped down to make accessible for younger audience and play nicely with GBA hardware, but still has destructible terrain.
If you go with 2 or something similar, I vote for an optional evil campaign. The gaming world is starved for good evil campaigns.I decided to mix it all. The king has died and there is now a succession war, between different sides, with an impostor capturing the throne and taxing population. That scenario allows for the most freedom and any number of sides. I've also abandoned the idea of linking player character to be a wizard, so now player can promote any unit into a leader and have any number of leaders.
What about a gradient-descent model combined with a small amount of umbrella sampling? If the map has a large elevation feature like a mountain, have a weighted decision to source water there. Otherwise, build a very rough estimate of which edge of the map and where on that edge is the most elevated, then use a coarsely-sampled version of your map to determine where the flow goes, allowing for some "erosion" to occur so it doesn't just get stuck at a local minimum. Maybe let it run this a small number of times and pick an averaged or most likely route for the water from that.That is what I already do for world map. In a non-toy 3d apps it is also used for erosion (they pick random points and then descend from them, subtracting from heightmap), but it takes a few seconds even on modern GPUs. But in my case, I build from the data passed from world map. I.e. if player explores a site with a river at corner, there should be a river there. If it is near ocean, there should be an ocean. I also pass world map seed to the local site generator. Otherwise players will complain that they entered camping site exploration on the edge of forest, but there is no forest to be seen, so world map serves no purpose.