Isometric procedural city

Show us your completed creations made in Construct 2

Post » Wed Feb 11, 2015 1:10 pm

Hi, here's an Isometric procedural city(small city), with the awesome @Kenney assets.
Click or touch anywhere to generate a new city.

Isometric city




Credits to @SupremeRobot for the map generation example, and @Katala for the isometric projection ;)
Last edited by cesisco on Tue Oct 20, 2015 6:18 pm, edited 10 times in total.
B
36
S
11
G
9
Posts: 399
Reputation: 10,283

Post » Wed Feb 11, 2015 1:35 pm

Nice.
Is that with tilemaps?
Image ImageImage
B
169
S
50
G
170
Posts: 8,292
Reputation: 108,728

Post » Wed Feb 11, 2015 1:40 pm

Rather neat indeed. I think it would work even better with less double roads.
B
19
S
6
G
6
Posts: 1,101
Reputation: 5,646

Post » Wed Feb 11, 2015 1:43 pm

newt wrote:Nice.
Is that with tilemaps?


Thanks,
No, I was too lazy to make it the with tilemaps.
B
36
S
11
G
9
Posts: 399
Reputation: 10,283

Post » Wed Feb 11, 2015 1:54 pm

Somebody wrote:Rather neat indeed. I think it would work even better with less double roads.


Thanks,
Yeah, but the double roads creates a lot of diversity in the corner sections.Maybe I'll reduce them by 50%.
B
36
S
11
G
9
Posts: 399
Reputation: 10,283

Post » Wed Feb 11, 2015 1:56 pm

Do you mind to share your CAPX buddy? :-)
Image
Check out our start-up and configure your own helmet in true 3D.
B
44
S
11
G
11
Posts: 1,154
Reputation: 9,978

Post » Wed Feb 11, 2015 2:07 pm

Yeah, way too much to do in tilemap, but you could do huge cities... in theory.
Still nice job on the gen, lots of variation there.
Image ImageImage
B
169
S
50
G
170
Posts: 8,292
Reputation: 108,728

Post » Wed Feb 11, 2015 3:25 pm

Somebody wrote:Rather neat indeed. I think it would work even better with less double roads.


Now there are less double roads, thanks, it looks better.
B
36
S
11
G
9
Posts: 399
Reputation: 10,283

Post » Wed Feb 11, 2015 3:29 pm

Beaverlicious wrote:Do you mind to share your CAPX buddy? :-)


Hi @Beaverlicious
Sorry :oops: , I'll not share this capx, because I did this in a hurry, and a lot of chunks of events are a shameless copy/paste from other users example capx, and is really a mess.
Now I 'll do it with tilemaps, with extended areas like rivers, forests and so on, and maybe I can turn this into a game.

But I can point you to some tutorials that covers the main concept, and you can achieve something like this.

Build the layout as you would generate a dungeon, but corridors are roads, rooms is terrain for houses, and walls are the place for trees.

https://www.scirra.com/tutorials/1123/smarter-procedural-roguelike-dungeon
https://www.scirra.com/tutorials/746/auto-tile-using-sprites-arrays-and-a-bitwise-method
https://www.scirra.com/tutorials/1169/basic-isometric-projection

But if you have any doubt, ask me please.
B
36
S
11
G
9
Posts: 399
Reputation: 10,283

Post » Wed Feb 11, 2015 3:34 pm

newt wrote:Yeah, way too much to do in tilemap, but you could do huge cities... in theory.
Still nice job on the gen, lots of variation there.


I'll give it a try with the tilemaps.
What do you think "Huge" is, in terms of array size? ;)
B
36
S
11
G
9
Posts: 399
Reputation: 10,283

Next

Return to Completed Creations

Who is online

Users browsing this forum: No registered users and 6 guests