Showing posts with label substances. Show all posts
Showing posts with label substances. Show all posts

Sunday, August 21, 2011

In Profundis Progress 8/21

I think I'm finally coming out of the woods regarding world generation.

DragonCon is in a week and a half.  What I would like is to make another prototype available to play around with before then.  It'll be difficult, but just barely possible I think.  We'll see anyway.  More before long I hope....

Wednesday, August 17, 2011

In Profundis Progress 8/17

Been a few days since the last post.  This stuff isn't really very interesting, but just to fill you in....

Still working on world generation.  The key now is setting up the materials, and the "personality" of each region, and getting the materials to generate properly in each region, and giving the materials their own properties that can affect the player and each other.  This is taking a long time; I seem to have a mental block concerning the algorithms necessary for the kind of random generation of properties needed here.  I'm making lists of substances, and lists of properties, and tying the properties to the substances, and lists of regions, and lists of substances in those regions, and deciding which substances should go in which region by depth and difficulty... and it's not something I can easily hold all in my head at once.  In other words, I'm having organizational problems.  I think it's time to sit down and just plot this part out, then implement that from off the paper.

Sunday, July 24, 2011

In Profundis Progress 7/24

Been a few days since the last report.

The big thing I've been working on has been random substance support. Part of this means retrofitting the fluid physics code to generalize a number of prior assumptions. At the moment there are five fluids: water, sand, oil, "fire" (which doesn't burn anything yet, and burns out almost immediately) and "sediment" (a kludge to create smoothed rock floors). Under the new system, water and fire, and maybe sediment, will be the only hard-coded substances. (And I'm considering towards removing water's privileged position.) The others would be possible options that could be randomly included in a world, or could be "mutated" so that it works with different physics, or there could even be entirely random fluid types, made of different properties like density, flow mode and interaction types. Gas and stone would be similarly scrambled, although their workings would be less complex than fluids.

A second thing I've broken ground on has been the world generation. At the moment the "Terrain" world generation has been surprisingly interesting, but it's time to construct some actual play territory now, bringing in a semblance of game design to what up until now has looked more like a tech demo.

I've started on building the world "pieces" that the game will piece together to make worlds. The terrain generator is a further elaboration of the stuff I did for Mayflight, which is in place unfettered as the current generator. So, the "world pieces" I'm talking about are more accurate described as influence templates.

One problem that lies in this direction is that while the Mayflight terrain generator is awesome at producing nicely corrugated terrain, it's not so great at producing solid, pre-set puzzle areas. I like of like that though. I want the game to be more about making terrain which might sometimes be too easy or too hard that taking a strong design hand and making a bunch of pre-made situations, situations that might be interesting in themselves but by their very nature are still finite in number.