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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Theme Voting!)
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    Posts Tagged ‘procedural generation’

    Aquila = FINISHED!!!

    Posted by (twitter: @goyalanshul)
    Sunday, December 15th, 2013 5:13 pm

    Just wrapped up my game called “Aquila”.

    aquila1

    A brief description:

    Aquila (also known as a constellation in the northern sky) is a top down arcade game. You play as an ancient soul who is trying to escape from the ruins. The level is generated dynamically as the player moves from tile-to-tile. I think may be I can call this “Procedural Generation”, as there is no randomness involved. The goal of the game is to reach the end tile while avoiding or killing enemies. You can also collect some ancient artifacts as an added bonus by destroying the ruins.

    The game fits (I hope so) the theme in the following two ways:
    1) Enemy bullets can also destroy the ruins. In that case artifacts wont be revealed. So you have only one chance.
    2) Since the level is dynamically generated, so you only get one “unique” level per play session.

    Thanks for playing Aquila

    PS: I will write a detailed post-mortem about this jam later. Need to rest and sleep and eat and … .. .

    When the Obilisk Commands…

    Posted by (twitter: @http://twitter.com/McDaan)
    Saturday, April 27th, 2013 2:02 pm

    Command

    Spritely – Autogenerating Sprites From The Web (Free Tool!)

    Posted by
    Tuesday, April 16th, 2013 10:23 am

    Just in time for Ludum Dare #26, I’m releasing a beta of Spritely, a tool I made for autogenerating placeholder art. We have lots of tools for automatically making music (like Autotracker) or sound effects (like cfxr) – these tools are great for adding in temporary content when you’re rapidly developing a game, or for generating content that you can’t make yourself just yet (I have no musical sense, so Autotracker often comes in handy for this). Why don’t we have one for art?

    spritelyexamples

    Spritely is my attempt to make one! It uses image sources like Google Images, OpenClipArt and Wikimedia Commons to generate sprite-sized art automatically. It comes in three flavours – an easy-to-use GUI (which is really ugly), a command-line interface (in case you want to automate things) and a Java library (for building right into your game). Best of all, the code is public domain so you can hack it and extend it to your heart’s content.

    Download links for the UI, command line, and the source code in the README on GitHub

    What can you use Spritely for? Well, it’s handy for generating art to fill gaps when you’re prototyping – you don’t have to stare at coloured rectangles any more. I’m hoping lots of you will find that useful when you’re coding like crazy in a couple of weeks. But why not think more experimental?

    Screen Shot 2013-04-13 at 16.56.09

    WALRUS!

    For the #7DRL competition this year I tried to make a roguelike generate itself. One of the things I added was enemies, player icons, items and skills that had their graphics generated on-the-fly by Spritely. The player said they wanted to be a dog… or a walrus… or a trumpet… and Spritely made a picture to match. If you reduce Spritely to just searching for one or two images at a time it can do it quite quickly (not quick enough for realtime, but I’m sure you’ll find a creative way around it – in my roguelike I just searched in the background and added the icons in when they were ready).

    If you use Spritely for anything, from placeholders to a new genre of games, let me know! You don’t have to, of course, but it will put a smile on my face and also let me justify spending time on making it. I want to create more tools like this that spin off from my day job (where I research techniques for automatic game design). If I get lots of feedback I can show this off to people next time the funding nightmare comes back.

    Good luck in Ludum Dare 26! If you have any questions please leave them below. I’ll do my best to update Spritely when I can, but no promises – feel free to make your own extensions and fixes, the code is free!

    QuadraTron presents Evolver – a game where the object is to just explore

    Posted by (twitter: @https://twitter.com/#!/zenasprime)
    Monday, August 27th, 2012 6:03 pm

    Evolver is a game where the point is to explore the randomly generated world.  Exploring the world will allow you to pick up ability points which can then be used to evolve or upgrade your character and make him better at exploring the world.

    Here is a link to the game

    -QuadraTron

    *edit*
    You may notice the instructions panel is blank, one of more than a few things that didn’t make it off of the list and into the game.
    Instructions :
    Camera : Mouse (lmb/rmb change how it moves around)
    Movement : WASD
    Esc/Return : Bring up menus
    Special Powers : double press W for dash, Q for Ecolocation
    There’s a whole lot more that can be done, but figure it out on your own.

    -lightfromshadows

    Fake Atmosphere

    Posted by (twitter: @louroboros)
    Friday, May 4th, 2012 2:41 pm

    (This is a cross-post from my post-compo devlog.)

    I’ve been playing around with different ways to fake the atmosphere of a planet in a 2D canvas context.

    That’s interactive, by the way, so mess around with it (Chrome/Chromium is recommended!). Clicking on/around the planet changes the “angle” of light. You can get some pretty nifty looking results. I made this to determine what were reasonable parameter-ranges to use to generate plausible-looking planets.

    The way I get the sort of “volumetric” look for the atmosphere is really simple: I just stack many semi-opaque layers of the same gradient-filled-circle over the planet, each one having a radius slightly bigger than the previous.

    I actually threw this together using with a JSFiddle which you can view/hack here.

    Of course, I still need to figure out how to combine this with a surface/cloud texture (procedurally generated or otherwise…).

    Planet Concept #1

    Posted by (twitter: @louroboros)
    Friday, April 27th, 2012 7:44 pm

    (This is a cross-post from my devlog on tumblr.)

    This is a concept image for a procedurally-generated gas-giant-like planet in the game.

    Right now, planets are rendered as a single circle filled with a radial gradient that is offset from its center. This is pretty effective for giving the illusion of a sphere, but it’s a boring non-textured sphere.

    Currently what I’d need to add to the game would be an extra layer or two of inverted radial gradients for “atmosphere effects” (the blue lighting) and an overlay texture that is either canned or also procedurally-generated. When I figure out how to do this I’ll make a technical post explaining my technique.

    Oh and yeah, I realize that the lighting is unrealistic — gas giants have clouds that align perpendicular to their axis of rotation, which corresponds to their axis of orbit around their star. Unless the axis of the planet got thrown off bigtime — which does occasionally happen with planets like Uranus — it doesn’t really make sense. Our camera would have to have been rotated, too.

    That reminds me; while I wont be going to great lengths to make the game universe realistic, I’ll try to keep them somewhat-correct. More on that later.”/>

    This is a concept image for a procedurally-generated gas-giant-like planet in the game. You probably see this dude over on the left right now, too, but I wanted to talk briefly about it.


    Right now, planets are rendered as a single circle filled with a radial gradient that is offset from its center. This is pretty effective for giving the illusion of a sphere, but it’s a boring non-textured sphere.

    Currently what I’d need to add to the game would be an extra layer or two of inverted radial gradients for “atmosphere effects” (the blue lighting) and an overlay texture that is either canned or also procedurally-generated. When I figure out how to do this I’ll make a technical post explaining my technique.


    Oh and yeah, I realize that the lighting is unrealistic — gas giants have clouds that align perpendicular to their axis of rotation, which corresponds to their axis of orbit around their star. Unless the axis of the planet got thrown off bigtime — which does occasionally happen with planets like Uranus — it doesn’t really make sense. Our camera would have to have been rotated, too.

    That reminds me; while I wont be going to great lengths to make the game universe realistic, I’ll try to keep them somewhat-correct. More on that later.

    Strategy Guide and Tech Talk

    Posted by (twitter: @RustyBotGames)
    Monday, August 22nd, 2011 12:55 pm

    The compo is over, my game is finished and the rating starts. For anyone trying out my game (if you haven’t yet: HERE), I will explain some strategies to survive, just in case you have trouble with it. Additionally, as I tried to get some advice from my wife for setting up the level generator yesterday evening she wasn’t really enthusiastic, to say the least. So for anyone more interested in the tech behind I will explain, why the level generator currently doesn’t work that good for providing difficulty.

    The game mechanic basically works with to values that decrease as long as you are digging tunnels (and even when passing existing ones). The first value is food/hunger. You can find three different kind of food which will give you 5 to 15 points back. Food, if there is any, is only revealed if you enter a cage. By that, it is often necessary to leave the direct path and search adjacent rooms if you are low on food. This strategy also has a second benefit related to the second value, hope.

    Hope is generated by spotting new cages around you. So progressing the level is the key to prevent death by starvation.  The hope mechanics leads to another point. Often it is better to move to the center of the level because chances for revealing cages is better in free field than at the level borders. This seems contradictory to the aim of getting to the upmost row or the rightmost column which are the only places to escape the level later on. Remeber that you can see 2 spaces horizontally and vertically and one space diagonally (not if you are digging). So if you already are two rows below the top border and there is no cage above, you won’t find any if you dig that direction.

    The cacti walls are revealed by digging, so sometimes a tunnel can give further information for planning your path. This only applies if you have enough food/hope left.

    To summarize the strategies:

    • try to reach upmost row or rightmost column of the cages but pass the center of the level
    • don’t dig to places where there can be no cage (2 spaces between player and border)
    • don’t hesitate to search rooms for food
    • progress to keep your hope filled

    Headed to the center and didn't took the direct path to replenish food and hope. Else I would have died short before exit (Difficulty: Hard).

    With that you should be able to beat all difficulties after some tryouts. At this point the random generator sets in. The design I used is rather insecure in providing the difficulty level. Instead of spreading a fixed amount of cages for each difficulty, I implemented to check a percentage to set a cage for every field of the grid (e.g. 33:67 that there is a cage on a field in normal mode). Instead of filling one third of the level with cages, this leads to very unsteady number of cages. By that, an “insane” level could have more cages than an “easy” one. Same applies to walls. By that the difficulty selector is a rather vague adjuster. But nevertheless you will notice the difference if you give it some tries (one playthrough is quick; around 15 seconds). So go and play. Good luck.

    TL;DR:

    Just a game design related teaser for the post mortem coming soon.

    A Transportation Industry Game Finished

    Posted by
    Sunday, June 13th, 2010 4:03 pm

    I actually managed to finish, though I doubted it quite a few times in the last seven hours. There’s almost no end to the list on how many things were cut and it’s unpolished to no end. But still, you can sort of play it and enjoy it.

    You can view the submitted entry here.

    Also, here’s a new screenshot (included with the entry), showing truck editing.

    jolle-minild19-shot07-edit_truck

    Looking forward to test all the other games.

    Cities and Roads

    Posted by
    Saturday, June 12th, 2010 12:44 pm

    I now have cities and roads, albeit the roads are not very natural. They feel sort of alien. Also, the cities doesn’t have names or populations yet.

    jolle-minild19-shot02-roads

    Too be honest, I could probably spend the rest of the weekend on making the roads good, so I will probably try to get on with the rest of the game stuff instead, since the game doesn’t actually need perfect roads. Just roads.

    Next I should get some factories and stuff out there.

    Map Generation

    Posted by
    Saturday, June 12th, 2010 9:42 am

    I’ve finally done something that’s visible, the land type map generation, though it doesn’t look much like a map yet, it will need cities and roads and stuff as well.

    jolle-minild19-shot01

    Other than that, I’ve just written down kinds of resources, factories, trucks etc, and their costs.

    Island Generator

    Posted by
    Saturday, April 24th, 2010 5:37 am

    So far, I’ve not really done anything other than some texture maps and an island generator:

    01_islandgen_2d

    In all honesty, the base of the heightmap (the noise cloud generation) is almost identical to the one I wrote for The Hat Swarm Attack on Dance Islands. But on top of that, there’s some erosion code and texture maps. Also, there’s mesh creation, but you don’t see that above.

    I don’t really yet know what game to make of it though. I have some ideas…

    Milestone!

    Posted by (twitter: @frimkron)
    Saturday, December 12th, 2009 5:40 pm

    Well, I’ve come to the conclusion that I don’t have a clue what I’m doing when it comes to procedural generation. I should have had this done much sooner, but I’ve finally reached the stage where I have something which could be described as procedural dungeon generation.

    I don’t actually have any graphics or gameplay, but I can now generate maps from a seed number. Here’s a section of map 0:


    # # # # # . # # # # # . # # # # # # # # # # # # # # # #
    # # . . . . . . . . . . . # # # # # # # # # # # # # # #
    # # . . . . . . . . . . . # # # # # # # # # # # # # # #
    # # . . . . . . . . . . . # # # # # # # # # # # # # # #
    # # # . # # # . # X # # # # # # # # # # # . . . . . . X
    # # # . # # # . # . # # # # # # # # # # # # # # # # # #
    # # # . # # # . # . # # # # # # # # # # # # # # # # # #
    # # # . # # # . # . # # # # # # # # # # # # # # # # # #
    # # # . # # # . # . # # # # # # # # # # # # # # # # # #
    # # # . . . . . # . # # . . . . # # # # # # # # # # # #
    # # # . # # # . # . # # . . . . # # # # # # # # # # # #
    # # # . # # # . . . X . . . . . . . . . . . . # # # # #
    # # # . # # # . # . # # . . . . # # # # # # . . . # # #
    # # # . # # # . . . . X . . . . X . . . . . . . . # # #
    # # # . # # # . # # # # . . . . # # # # # # . . . # # #
    # # # . # # # . # # # # . . . . # # # # # # X # # # # #
    # # # . # # # . # # # # . . . . # # # # # # . # # # # #
    # # # # # # # . # # # # . . . . . # # # # # . # # # # #
    # # # # # # # . # # # # # # # # . # # # # # . # # # # #
    . . . . . . X . . . . X # # # # X # # # # # . # # # # #
    # # # # # # # # # # # # # # # # . . . . . . . X . . . .
    # # # # # # # # # # # # # # # # . # # # # # . # # # # #
    # . . . . . . . # # # # # # # # . # # # # # . # # # # #
    # . . . . . . . # # # # # # # # . # # # # # . # # # # #

    Once I’ve had some well-needed sleep I’ll get some graphics done, tilemap rendering, get a player walking around and introduce some treasures for him to find. Bah – there’s loads of time left ;)

    Nothing to Show

    Posted by (twitter: @frimkron)
    Saturday, December 12th, 2009 10:16 am

    Damn. Why do I always do this? I’ve got bogged down in trying to get some procedural generation working and after a good 8 hours I have nothing to show for it :(

    Well, here’s some debug text from my console at the moment:


    1 1 10
    3 2 10
    5 3 10
    layer 0
    1 1 10
    3 2 10
    5 3 10
    layer 0
    # # # # #
    # # # # #
    # # # # #
    # # # # #
    # # # # #

    It sounds a lot fancier than it really is :P

    Exploring Ideas

    Posted by (twitter: @frimkron)
    Saturday, December 12th, 2009 4:19 am

    Hmmm – “Exploration” – what a theme.

    It sounded really interesting at first and I’m pretty sure I voted it up, but now I’m having a bit of brain-fail trying to come up with a feasible idea. I’m tempted to try my hand at some procedural generation, but that’s gone badly for me in the past…


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