Tyrfing dev blog - TyrLog

Oct 20

Rivers.

Rivers.

Map Generator

Time for some progress update! Originally I wanted to make the map by hand because I actually enjoy that kind of stuff; also I am not particularly fond of the trend of devs trying to replace everything by procedural generation. But that’s not what I want to talk about in this post.

Since the game has kind of increased in scale and complexity (it was just a small mobile game in the beginning, thinking back), my original plans of hand making maps have to be thrown over board.  As such, I started writing a map generator for my game. I spent the majority of my dev time in the last 1-2 weeks with reading stuff about noise, generating terrain and so on. But even after reading quite a bit and sitting down with pen & paper and doing some thinking sessions I didnt quite get anywhere.

My chore issue was that I not only wanted to generate a nice height map, I also wanted to generate nice baronies, nice coastlines and then there was also the economical aspect. Like, spawning farms and forests and so on not only fitting the terrain but also the gameplay.

Luckily, I remembered some anon on /agdg/ posting a link to this resource. And the keyword Voronoi diagram there basically provided me the means to resolve most of my issues (I hope).

Here are some intermediate results

On the left hand side you can see the generated elevation map and on the right hand side you can see the colorings indicating the generated baronies. Theres still a lot of work to be done to include rivers, biomes and also spawning the actual holdings.

To conclude this entry, here are some more generated maps:

Sep 29

[video]

Sep 24

[video]

Sep 23

I havent done this in a while: Better or worse?

I havent done this in a while: Better or worse?

Sep 22

And some sort of soft shadows are now also supported. Didnt expect some simple sampling to actually produce decent results.

And some sort of soft shadows are now also supported. Didnt expect some simple sampling to actually produce decent results.

Started on implementing texture shadows.

Started on implementing texture shadows.

Sep 11

Alpha v1.0.4

Alpha version 1.0.4

You can grab the new build here

Changes:

Sep 10

More buildings stuff

More buildings stuff

Sep 09

To give the player a better overview over which territories are actually relevant for him I decided to desaturate territory by influence. So territory owned by the player (or somebody in his dynasty) or somebody who he is at war with has full saturation.
 Having diplomats, spies, trade agreements and so on makes a territory in a sense “more relevant” to the player and thus it gets more saturation.

To give the player a better overview over which territories are actually relevant for him I decided to desaturate territory by influence. So territory owned by the player (or somebody in his dynasty) or somebody who he is at war with has full saturation.

¬†Having diplomats, spies, trade agreements and so on makes a territory in a sense “more relevant” to the player and thus it gets more saturation.