Home | Rules and Guide | Sign In/Create Account | Write a Post | Reddit | #ludumdare on irc.afternet.org (Info)

Thanks for making Ludum Dare 26 AWESOME! See you in August!

Ludum Dare 26 — April 26-29th, 2013
[ Results: Top 100 Compo, Jam | Top 25 Categories | View My Entry ]
[ View All 2346 Games (Compo Only, Jam Only) | Warmup ]

[ 10 Sec Video Compilation (x3) | 260 Game Video Compilation | IndieCade Deal | Ludum Deals (Unity Deal Ends Soon!) ]


A Tiny Bit Of Growth

Posted by
April 21st, 2012 7:27 am

The static world and story are in place, enough for the game length to be tweaked, and for the procedural generation system to show its necessity. Of course, we don’t have one yet, which is a great opportunity to demonstrate why we need one:

Normally, the player starts the game without a boat or airship, so they can’t travel over mountains (brown) or sea (blue). The first objective in our static game is for the player to gain access to a boat, but the algorithm that finds suitable objective locations is blind to the current map design. It’s chosen the location of the boat objective to be over the sea – not great!

There are plenty of ways around this, but what I’m hoping to end up with is a system that generates maps and objective sequences in tandem, so that it can react to a map design that doesn’t have any towns in by scheduling objectives that don’t require them. I’ll post more about this tomorrow if I’m still on good terms with my codebase!

Leave a Reply

You must be logged in to post a comment.


All posts, images, and comments are owned by their creators.

[cache: storing page]