I think the thing about having big rivers with smaller tributaries etc is it provides some interesting and realistic choices about where you want to settle, with big factions holding strategic points on the main river and hermits way out on the smaller branches.loftar wrote:Not that any Rhine is among them, but some of the rivers in the test image are quite broad; keep in mind, again, that it is at a scale of 5 tiles/pixel. I'd also enjoy more realistic rivers, but there are a number of issues with it that makes it a bit difficult, at least. Also, keep in mind that the dendritic form of rivers is mostly suitable to mountainous regions; it is my experience, at least, that lowland regions have water streams more akin to those I'm currently generating.Potjeh wrote:Can you scale up one or two rivers to epic proportions? I want a Rhine in H&H.
Also, while these rivers do look more coherent and connected, they still look nothing like real rivers. Can't you find an algorithm that generates more dendritic shapes?
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SpidersEverywhere
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Re: How is the map generation going?
skreee
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MagicManICT
- Posts: 18435
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Re: How is the map generation going?
You should hit up Tarn and Zach Adams for their world generation algorithm and go from there
I somewhat kid here, because that generates a massive world and we don't want anything that big, but I think the idea is in the right place. It might be way more work than anyone wants to put into it.
I somewhat kid here, because that generates a massive world and we don't want anything that big, but I think the idea is in the right place. It might be way more work than anyone wants to put into it.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Chebermech
- Posts: 268
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Re: How is the map generation going?
Do you think currents would be an interesting or even a possible addition to the rivers?
Also
Also
would be great if these landmarks had some sort of benifit and could be claimed by the villages, for some interesting pvp scenarios.loftar wrote:Without giving too much information, something quite akin to that is among the reasons we are doing this reset.Shadow7168 wrote:I'd personally like to see some unique structures around to give people incentive to build around them. Stuff like sacred trees, or construction sites for really big buildings.
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Jalpha
- Under curfew
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Re: How is the map generation going?
I'm actually interested in the topography. Are certain biomes more/less likely to be flat/hilly or is topography as randomised as programming allows?
Laying flat.
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Ethan
- Posts: 163
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Re: How is the map generation going?
Potjeh wrote:Well you have mountains right in the middle of that maploftar wrote:Also, keep in mind that the dendritic form of rivers is mostly suitable to mountainous regions; it is my experience, at least, that lowland regions have water streams more akin to those I'm currently generating.
But seriously, the rivers still seem a bit too numerous and too short. Also they seem to be generated with very little regard to lakes. IMO it'd look best if you spawned a bunch of lakes first and then ran dendrites from them if that's at all possible with seamless infinite terrain. Out of curiosity, how does your mapgen actually work, in broad strokes?
*edit* It'd be also nice if there were just a few big lakes and a bunch of tiny ones, rather than all those moderately sized ones. In general you should aim to make waterways rarer, to encourage player clustering.
If I were to guess, I would say
Perlin noise for height map.
Voronoi cells with 'noisy edges' for the biomes and lakes.
then rivers likely follow the edges of the Voronoi cells with an algorithm that decides which direction the river goes when it hits a junction.
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BlackKopcap
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Re: How is the map generation going?
How bout seas, will it be difficult to generate such big water biomes on the current world generator? 
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Glorthan
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Re: How is the map generation going?
No, but they're a big expanse of fuckall, and are boring. Not to mention they stop most people from travelling, as boats are less popular nowadays, although w9 could change that.BlackKopcap wrote:How bout seas, will it be difficult to generate such big water biomes on the current world generator?
It could work for the map border I guess, make the world a big island with a few tiles of water near all the edges.
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Shadow7168
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Re: How is the map generation going?
Could be neat to have a sea border around the main map and then make a few SGs of ocean past that with small islands you couldn't put claims on. Throw some better resources, unique/powerful mobs and maybe some new curios and that'd give alot of people reason to explore it.Glorthan wrote:No, but they're a big expanse of fuckall, and are boring. Not to mention they stop most people from travelling, as boats are less popular nowadays, although w9 could change that.BlackKopcap wrote:How bout seas, will it be difficult to generate such big water biomes on the current world generator?
It could work for the map border I guess, make the world a big island with a few tiles of water near all the edges.
Potjeh wrote:They're using swords as throwing weapons now? Damn cheaters!
MagicManICT wrote:Most raiders aren't into choking another man's chicken. They can do some pretty gay shit, but that's usually the line.
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loftar
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Re: How is the map generation going?
And disable all ability to expand the world in the future? Great idea. :)Glorthan wrote:It could work for the map border I guess, make the world a big island with a few tiles of water near all the edges.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Bowshot125
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Re: How is the map generation going?
Simple as not making the world small.loftar wrote:And disable all ability to expand the world in the future? Great idea.Glorthan wrote:It could work for the map border I guess, make the world a big island with a few tiles of water near all the edges.