Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 24 25 [26] 27 28 ... 31

Author Topic: Proceedurally Generated RTS  (Read 57020 times)

Armok

  • Bay Watcher
  • God of Blood
    • View Profile
Re: Proceedurally Generated RTS
« Reply #375 on: June 09, 2011, 06:18:22 am »

looks great, although you might want lower saturation on most stars.
Logged
So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Draco18s

  • Bay Watcher
    • View Profile
Re: Proceedurally Generated RTS
« Reply #376 on: June 09, 2011, 09:08:24 am »

looks great, although you might want lower saturation on most stars.

It's already really low.  I actually can't desaturate them a whole lot more without it both losing its color variance (all the stars become red instead of some red, some blue) and contrast (the stars do not appear to be red).

I also did a second pass and added additional pure white stars (all 1 pixel in size).
Logged

Akhier the Dragon hearted

  • Bay Watcher
  • I'm a Dragon, Roar
    • View Profile
    • My YouTube Channel
Re: Proceedurally Generated RTS
« Reply #377 on: June 09, 2011, 11:15:20 am »

I think that it looks fine.
Logged
Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Proceedurally Generated RTS
« Reply #378 on: June 09, 2011, 11:43:21 am »

Looks good to me!
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

The Doctor

  • Bay Watcher
    • View Profile
Re: Proceedurally Generated RTS
« Reply #379 on: June 09, 2011, 03:31:30 pm »

I haven't read the whole thread since it's... technical, so this might have been in here.

Gravity wells. Is that possible to implement at all? :D I'd be fun to have a match, negotiating around a planet or star always tryin to suck you into an orbit you don't want, or even a black hole just straight-up sucking you in.
Logged

Akhier the Dragon hearted

  • Bay Watcher
  • I'm a Dragon, Roar
    • View Profile
    • My YouTube Channel
Re: Proceedurally Generated RTS
« Reply #380 on: June 09, 2011, 03:39:07 pm »

   It may be possible but because to move units all
you do is click where you want to go it would quickly
lose any novelty it may have. If there was a way to
plot your ships course and the well was an area that
lowered speed then maybe some tactics could be
derived from it but overall it would not add as much
as it subtracts from the game at this point. Or at least
that is what I think.
Logged
Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Draco18s

  • Bay Watcher
    • View Profile
Re: Proceedurally Generated RTS
« Reply #381 on: June 09, 2011, 04:57:00 pm »

Yeah, not really an option.  It'd also be hell on the guys I have coding the AI.  I specifically went for a space-theme because you can go "Pathing?  Pfft, who needs pathing IN SPACE?"
Logged

Akhier the Dragon hearted

  • Bay Watcher
  • I'm a Dragon, Roar
    • View Profile
    • My YouTube Channel
Re: Proceedurally Generated RTS
« Reply #382 on: June 09, 2011, 05:37:59 pm »

   Yah, the ability to just go from point A to point B
in a straight line simplifies things so much its not even
funny.
Logged
Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

The Doctor

  • Bay Watcher
    • View Profile
Re: Proceedurally Generated RTS
« Reply #383 on: June 09, 2011, 05:41:39 pm »

Well I'd still like planets...

I was thinking, instead of making them obstacles, how about as resources? Like, a planet out-of-battlefield warps in resources to a certain area of the map, a warp-gate or something. The planet has a certain side who they make the resources for, so if that side controls it they get more than others would (supplies for a certain species, that kind of thing), but other players can still get something out of it?

Kind of like a super-asteroid, from what I understood about them, I guess. Most of what I just wrote is backstory, to make the basic gameplay idea plausible as I wrote it. :D
Logged

Draco18s

  • Bay Watcher
    • View Profile
Re: Proceedurally Generated RTS
« Reply #384 on: June 09, 2011, 05:46:06 pm »

Certainly possible.
Logged

Draco18s

  • Bay Watcher
    • View Profile
Re: Proceedurally Generated RTS
« Reply #385 on: June 11, 2011, 01:46:15 am »

Oh hell yeah.  Nearing in on backgrounds.


Took 3707 ms to generate that image.  Larger will be slower.  Roughly speaking, an image the size of the background in use now would take 87.6 seconds to draw.

There are some optimizations I can make to the perlin noise function I'm using to generate the colors (the built-in function is of poor quality, not returning any results greater than 174, or so, meaning all of its noise is of low contrast), but it won't save a whole lot as I have to use three of them (the package only generates 1 channel).  Tops the speed can be improved by a factor of 3.  If I can get that, and then generate a half-size image and just draw it bigger, then the generation time should come down to about 7.3 seconds.
Logged

Sensei

  • Bay Watcher
  • Haven't tried coffee crisps.
    • View Profile
Re: Proceedurally Generated RTS
« Reply #386 on: June 12, 2011, 08:41:21 pm »

I think you should add in a few nebulae. Should be simple to do and would really help it look interesting without needing to be cluttered. Use boolean curves.
Logged
Let's Play: Automation! Bay 12 Motor Company Buy the 1950 Urist Wagon for just $4500! Safety features optional.
The Bay 12 & Mates Discord Join now! Voice/text chat and play games with other Bay12'ers!
Add me on Steam: [DFC] Sensei

Draco18s

  • Bay Watcher
    • View Profile
Re: Proceedurally Generated RTS
« Reply #387 on: June 12, 2011, 08:44:12 pm »

I think you should add in a few nebulae. Should be simple to do and would really help it look interesting without needing to be cluttered. Use boolean curves.

I'm working on it.  I haven't figured out how to generate the right textures to it yet.  I should be able to do it with perlin noise, if I tweak it right.  I just haven't put any math to it yet.
Logged

Sensei

  • Bay Watcher
  • Haven't tried coffee crisps.
    • View Profile
Re: Proceedurally Generated RTS
« Reply #388 on: June 12, 2011, 09:38:37 pm »

I was thinking, shouldn't need to use perlin noise for nebulae. Generate a curvy line (loops ok), and do something with gradients along that path. Then give it a bright color and a low-moderate opacity.
Logged
Let's Play: Automation! Bay 12 Motor Company Buy the 1950 Urist Wagon for just $4500! Safety features optional.
The Bay 12 & Mates Discord Join now! Voice/text chat and play games with other Bay12'ers!
Add me on Steam: [DFC] Sensei

Draco18s

  • Bay Watcher
    • View Profile
Re: Proceedurally Generated RTS
« Reply #389 on: June 12, 2011, 10:28:43 pm »

Generating a "loop" with code is tricky.  Especially if you don't want the edge to cross itself.

My initial plan is to generate one channel of perlin noise, threshold it (so it's black and white, but one channel), bucket-fill at a random location on another channel, filling like colors (so if I gen the noise on red, I fill with blue in either a single contiguous area of black or of red), then make that fill the alpha channel.  Then using the same seed generate perlin noise tweaked to have this pattern.  It will give me a ringed fill with outward facing gradiants, giving each a slightly higher transparency value.
Logged
Pages: 1 ... 24 25 [26] 27 28 ... 31