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Author Topic: More parameters for worldgen  (Read 525 times)

Derakon

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More parameters for worldgen
« on: May 11, 2008, 03:57:00 pm »

I'd like to be able to specify a few more things when generating worlds:

* Geologic activity. High levels means more cliffs, more volcanos, possibly more but smaller oceans.

* Level of evil. Lots of it means pretty much the entire world is haunted or worse. On the other end of the scale, the entire world could be Joyful.

* Overall water supply. Determines how much of the world is covered by oceans.

* Overall climate. Largely governs temperature (ranging from totally frozen worlds to worlds where the only reliable water supplies are the oceans and snow at the very tops of mountains); might also affect aquifer availability.

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Duke 2.0

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Re: More parameters for worldgen
« Reply #1 on: May 11, 2008, 04:07:00 pm »

I support this!

Perhaps a feature where you can specify how much of the world is covered in water. You know, for a nice Earth-like world.

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Areyar

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Re: More parameters for worldgen
« Reply #2 on: May 11, 2008, 04:11:00 pm »

Thirded.

I as well would like some extra worldgen options 'a la civilization 4' for continentshapes, percentage of ocean, average climate etc.

In other words:
"I'd like to have a say in what constitutes a 'failed' region."

[ May 11, 2008: Message edited by: Areyar ]

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Jack A T

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Re: More parameters for worldgen
« Reply #3 on: May 11, 2008, 04:27:00 pm »

I fully agree with this.
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Draco18s

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Re: More parameters for worldgen
« Reply #4 on: May 11, 2008, 05:00:00 pm »

I support.
I don't want to controll necessarily what constitutes a failure, but I would like to say "more water!" and get more water.

I personally would also like to see fewer brooks.  Currently there is one in almost every world tile within 20 tiles of a river.  Its.  Entire.  Length.  Real world rivers don't have nearly that many tributaries, even small trickly ones.

I'd also like to see more hills, and by hills I mean things that rise up 3 or 4 z-levels and fall back down within 2 or 3 local region tiles.  I'd like to see these hills in all region types, especially grassy and forested ones.  Deserts would also be nice.  I'd like a bunker-fort on top of which I can have four z-levels worth of cliffs to create hanging gardens with without having to construct most of it out of walls!

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Thassa

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Re: More parameters for worldgen
« Reply #5 on: May 12, 2008, 12:57:00 pm »

Brooks and creeks really were everywhere, at least up until the industrial age.  The only reason it doesn't seem like that anymore, is most of them have been routed underground, or otherwise diverted these days.  I was surprised the day I found out that a creek had once run right through the downtown of my hometown.  Apparently they diverted it about a half century or so back, because of periodic flooding.

Brooks in the game represent those small, largely unnoticed creeks and streams that were pretty much everywhere in temperate climates.  They can generally be waded through, for most of their length, and are rarely more then waist deep.

A river ultimately is where numerous small creeks and streams meet (and by small I mean depth, many creeks meander for miles).

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Bask

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Re: More parameters for worldgen
« Reply #6 on: May 14, 2008, 12:26:00 am »

Current changes to worldgen (like recent addition of differently sized worlds) and the army arc need to be taken into account. For example, more evil could just mean more goblins at some specific date in history and you could just stop time there and start playing. To predetermine history goes against the philosophy of emergent gameplay as the world develops.

A temporary fix for some of these requests, as well as people being unable to find all features (adamantine, flux, sand, magma, etc.), could be an improved worldgen scripting abilities for users. Some examples:
* start generating worlds, when X1% of world is evil, save. Continue until X2 such worlds are generated.
* start generating worlds, when at least such and such resources are within an X1 times X2 square, save.
* start generating world, when there is at least one place where there are dwarves with no potential contacts (notrade), save. This one is really rare.

Then just leave DF running overnight. I recently had to generate about a hundred maps to find a suitable place for some special projects of mine and doing it by hand, then exploring with third-party tools is time-consuming and annoying.

Much later (yay feature creep) this could lead to arbitrarily complex scripting language - generate worlds until you get a mountain-ringed evil land of goblins led by a mythical being, north of it two civilizations of humans in alliance hundreds of years, then a serene elven forest, abandoned dwarven fortress and so up to the frozen north with unded left from a former human civilization.  :)

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