Endless Procedurally Generated World

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Post » Tue Jan 01, 2013 11:19 pm

I have it in mind , but I completely ignore how you could do it ... that's only theory !

you could generate random layout each time and only save the layout to an array when the player interacts with it ...
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Post » Tue Jan 01, 2013 11:29 pm

Yeah that's the downside. With a map big enough I don't think it would be as noticable as you think.

You're not fussed about it being persistent which would be worse for the player straight away. Imagine going a few screens left, then doubling back because there was some item there.. sure the item may (or may not?) be there but the scenery is different. Very confusing no?
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Post » Tue Jan 01, 2013 11:53 pm

Well again you have to figure out some mechanics before you event start.
Like is it top down, or side scrolling? Is it one layout, or multiple layouts?

Some forms of noise lend themselves to different game types better than others, while multiple layouts would make up for the lack of persistence.

Another thing to think about is you have to have an algorithm that's fast enough to keep up with your generation.
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Post » Wed Jan 02, 2013 12:14 am

Hi @sqiddster


I was reading through the comments and suddenly a simple endless world generation engine popped into my thoughts.
You asked for something that was non repeatable, and as far as i understood you did not meant to save the world layout.
So here is a little demo i just fixed.
This one is top down, but u could simply apply this same technique if u want to create a platform game.

Demo

And here is the capx.
Capx

Let me know i this would help.
Kind Regards.
Savvy001Savvy0012013-01-02 15:20:14
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Post » Wed Jan 02, 2013 12:23 am

@Savvy001, that capx is empty.

@Newt I was thinking a fast-paced side-scrolling game - perhaps you are being pushed in one direction or something.

@procrastinator, I'm not too concerned about this as the game will be about fast navigation, not item collection.
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Post » Wed Jan 02, 2013 12:56 am

Woops
Here is the good one.

Capx
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Post » Wed Jan 02, 2013 12:59 am

Lol ...
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Post » Wed Jan 02, 2013 1:08 am

@Savvy001, I see what you did and it's a clever solution, but not really applicable to my formula/game.

Well done though! I didn't pick it up at all when playing the demo.
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Post » Wed Jan 02, 2013 1:16 am

Hmm... I might just end up going with a compromise: Pre-generate all the arrays to a specific big world size, and only create the blocks within player distance. Sort of like Terraria.
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Post » Wed Jan 02, 2013 1:17 am

Ah, well thanx anyway because its was your post on the forum that got me thinking in the first place.
All the best to working out your game mechanics!

Greets.
Savvy001
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