Polygonal Map Generation For Games
www-cs-students.stanford.edu
www-cs-students.stanford.edu
a) A first draft of a map. Just build _something_ so you can playtest. Shape it up as time goes by
b) Fleshing out all the areas the player is less likely to see. I'd say about 80%-90% of map space don't directly influence gameplay and are just there to give you a feeling of a complete world.
When I was futzing with that stuff, I used to call it "Computer-assisted content generation" instead of "automatic content generation" or similar. Bonus points: Communicates to the designers/map builders that you do the work to help them, not to get rid of them ;)
(Edit: fixed typo. Or grammaro, really ;)
Imagine this: You create a new area in your game tool. You're presented with a blank map. You generate a random terrain based on some parameters, then you go in and start painting. You paint some forests, some cities, etc. Then once you have the high-level map, you can zoom in and start painting trails in the forest, specific buildings in the city. Where there are forests, you'll see a random mix of trees, rocks, etc. Your trails cut through this and meander a bit randomly, send off some forks automatically. But you have the power to override this anywhere you want to, e.g. to put in specific things related to quests or story.
By mixing high-quality procedural generation with designer input and direction, I believe you can achieve great things. In fact, I think it's the only way we can reduce development costs while keeping standards of quality up; with the budgets involved in AAA titles, it's the only way I see forward.
I like the way that Dungeon Crawl Stone Soup does it - they have a bunch of carefully crafted dungeons with procedurally generated stuff too.
It's a bummer our studio got closed :(
If you're not doing anything with it, why not open source it?
As far as I know, if we're really lucky it lingers as a backup somewhere. I don't think anybody is actively using it, or even looking at it.
It's a fine line, because also important for the feeling of discovery is the illusion of being in a real place. So I want a place that is designed, but not constricting. Skyrim is great about this. When I discover something in Skyrim, I know that a human being decided to put it there - which means that if I think this thing is connected to some other thing in the world, then, yes, it probably is. Skyrim has little touches like this, where even minor caves and huts have a story behind them.
Perhaps another way of looking at it is that I'm discovering someone else's story, but I have agency the entire time. If everything I see is randomly generated, then there's no story to discover.
I think part of the reason it has been so successful (in its own way) is that people share these stories and retell them to other players, which results in something closer to collaboration between player, game engine, and game creator. It boils down to taste, but I find it much more interesting and awesome.
It's definitely different from the kind of purposeful designed stories that are hidden in Skyrim, but I think it's a promising place for game devs to explore, especially if a large team of writers and designers isn't in their budget.
I visited a tomb today as the adventurer Cadem Renownletter to see how well the game retains the position of skeletons and treasures as I move them around. During the process, a mummy boxed me in the ribs, broke my finger, bit my hand and shook it around until the hand came off. The mummy then animated the hand and they both attacked me. The hand scored the killing scratch, earning the name "Drippedsieged, Cadem Renownletter's left hand" and earning the tomb an additional defender against further testing. Its middle finger is still broken.
But as you said, that's a very different kind of game. Part of the reason I have not tried it is that I would have to play it on a computer. When I play games, I want to sit on my couch, looking at my tv.
IMO, TF2 (and most other Valve games) demonstrate "soul-ful" level design pretty well.
I'm not a great public speaker, so I apologise for the "Um"s and "Ah"s all the time.
We have two different generators and this video talks about both of them.
To me, "an island is an island is an island" and they all feel the same (mountain in the middle). More expansive landscapes with larger biomes and geologic process would be awesome.
http://victorsunited.com/map/South%20Pole/board_game_rules
I didn't do any biome coloring or similar because the game displayed colors on the map to indicate which player was occupying it.
If you're skimming, don't miss this article's Flash demo linked at the bottom, http://www-cs-students.stanford.edu/~amitp/game-programming/....
> For the coastline, I wanted to make island/continent maps that are surrounded by ocean, so that I don’t have to deal with people walking to the edge of the map. For the mountains, I started with something simple: mountains are whatever’s farthest from the coastline.
You mention in "Impassible borders" that there are no cliffs yet. I'd be interested to see how that gets implemented.
I'd also love to see someone code a Roguelike for this - one polygon per move, maybe?