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Author Topic: Cult - New Development Video (5-10-12)  (Read 114472 times)

Lord Dullard

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Re: Cult - v0.15 Tech Demo Released
« Reply #285 on: January 27, 2011, 03:22:27 pm »

As promised (warning, these files are LARGE):
A world:
http://cultrl.files.wordpress.com/2011/01/wgs1.png

Language code still needs updating; it tends to produce rather unintelligible sounding combinations.

Post civ-spread:
http://cultrl.files.wordpress.com/2011/01/wgspc1.png
« Last Edit: January 27, 2011, 03:27:13 pm by Lord Dullard »
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EagleV

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Re: Cult - v0.15 Tech Demo Released
« Reply #286 on: January 27, 2011, 03:48:13 pm »

That looks awesome. Am I allowed to nitpick? (Pick nits?)

There are two islands on the map which aren't islands, or the water that seperates them fom the water is not wide enough to show up on the world map. Neiwose Isle (top right) and Einigez Island (middle right, near the desert).

Also, I believe this is the single thread where I used the word 'awesome' the most.
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Willfor

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Re: Cult - v0.15 Tech Demo Released
« Reply #287 on: January 27, 2011, 04:23:34 pm »

Post civ-spread:
http://cultrl.files.wordpress.com/2011/01/wgspc1.png
By the year 406, the Fjoygoysoy Empire had managed to spread far and wide. Historians trace their success to dropping all vowels from their language except for the diphthong 'oy'.
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In the wells of livestock vans with shells and garden sands /
Iron mixed with oxygen as per the laws of chemistry and chance /
A shape was roughly human, it was only roughly human /
Apparition eyes / Apparition eyes / Knock, apparition, knock / Eyes, apparition eyes /

Lord Dullard

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Re: Cult - v0.15 Tech Demo Released
« Reply #288 on: January 27, 2011, 11:13:46 pm »

That looks awesome. Am I allowed to nitpick? (Pick nits?)

There are two islands on the map which aren't islands, or the water that seperates them fom the water is not wide enough to show up on the world map. Neiwose Isle (top right) and Einigez Island (middle right, near the desert).

Also, I believe this is the single thread where I used the word 'awesome' the most.

Thanks, Eagle. I hadn't noticed that. The top-right island is actually not connected to the continent by land - it's only connected by an ice bridge. This happens occasionally (it's semi-intended; I didn't really expect it originally, but once I noticed it was happening, I decided I liked it enough to leave it in and allow player characters to traverse frozen spans of ice).

The other one is a genuine glitch. I just did a significant amount of retooling on the lake and island-finding algorithms when I adjusted them for increased speed, so I suspect I may have missed something in the process. I'd gotten them to the point of being more or less glitch-free prior to my latest bout of messing around, but apparently that isn't the case anymore.
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Mephansteras

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Re: Cult - v0.15 Tech Demo Released
« Reply #289 on: January 28, 2011, 01:12:39 pm »

I've noticed that your worlds all seem to look about the same. Are you going to do anything to get more varied continent shapes? Two distinct land masses, anything like that?
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Lord Dullard

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Re: Cult - v0.15 Tech Demo Released
« Reply #290 on: January 28, 2011, 02:05:04 pm »

I've noticed that your worlds all seem to look about the same. Are you going to do anything to get more varied continent shapes? Two distinct land masses, anything like that?

Yes, I've been making this a goal lately, although to be honest I don't want to spend too much more time on the physical part of worldgen. If I can't figure out something easy to implement that creates varied continents, I may consider dividing the map up into different-sized random sectors and generating mini-maps that will be compacted into one rather than simply generating one large continent.
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Farseer

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Re: Cult - v0.15 Tech Demo Released
« Reply #291 on: January 28, 2011, 02:28:56 pm »

I'd much rather you skipped along and started working on the cult design. Sounds awesome, man. You can come back to world gen later.

Mephansteras

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Re: Cult - v0.15 Tech Demo Released
« Reply #292 on: January 28, 2011, 02:39:32 pm »

Yeah, not a huge deal. Just something I noticed.

What you have is certainly enough to work with for the main game. Getting more varied maps can come later.
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chaoticag

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Re: Cult - v0.15 Tech Demo Released
« Reply #293 on: January 29, 2011, 12:02:25 am »

Maybe one day you can simulate plate tectonics a bit, but don't spend too much time on making the world's best world generator :P.
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Servant Corps

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Re: Cult - v0.15 Tech Demo Released
« Reply #294 on: January 29, 2011, 12:23:56 pm »

I'd much rather you skipped along and started working on the cult design. Sounds awesome, man. You can come back to world gen later.

Go ahead and follow Farseer's advice. Worldgen isn't everything.
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Nadaka

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Re: Cult - v0.15 Tech Demo Released
« Reply #295 on: January 29, 2011, 04:08:03 pm »

Question if you don't mind answering? What do you do to generate the biomes and rivers?
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Lord Dullard

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Re: Cult - v0.15 Tech Demo Released
« Reply #296 on: January 30, 2011, 12:59:08 am »

Rivers are generated following what is basically a very complicated path-finding algorithm based on heightmap differences rather than blocked/walkable tiles.

Forests/deserts/etc. are formed by creating entirely separate random noise maps and then superimposing them over the terrain map.
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Lord Dullard

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Re: Cult - v0.15 Tech Demo Released
« Reply #297 on: February 01, 2011, 11:45:15 am »

Making slow but steady progress. Swearing at a lot of inanimate objects.

Terrain gen should (hopefully) look more interesting soon. Screenshots to be posted in short order.
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Lord Dullard

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Re: Cult - v0.15 Tech Demo Released
« Reply #298 on: February 01, 2011, 01:04:55 pm »

Ask and ye shall receive!

These are fairly representative of the sorts of maps I'm getting now, although there's still some work to be done. But here are your multiple continents:



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Mephansteras

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Re: Cult - v0.15 Tech Demo Released
« Reply #299 on: February 01, 2011, 01:21:10 pm »

Very cool!

Sill a little landmass-heavy, I think, which makes for a map that looks tailored to the rectangle. But A good improvement, and probably sufficient for now.
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