Expanding Areas // Islands appearing

Post your ideas on where the future evolution of Multiwinia should lead

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N3tRunn3r
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Expanding Areas // Islands appearing

Postby N3tRunn3r » Sun Sep 28, 2008 7:55 pm

A more complicated idea is..
In anytime a crate will be dropped.

This opened crate, following will happen:

Either:
An area will be expanded with more resource points (spawn points)

Or:

An island will appear from the water (grows up [more data])

Or2:
Surfaces will be changed (hills disappear into the ground // plane surfaces change to hills [data changes..])
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xander
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Re: Expanding Areas // Islands appearing

Postby xander » Sun Sep 28, 2008 8:23 pm

Given the way in which Darwinia creates landscapes, I really don't see how this would work. As I recall, there was some effort that went into creating randomized maps in the original Darwinia (way back during the early alphas), and that never lead anywhere -- it was just too difficult to get random maps that didn't suck. I would imagine that you would have much the same problem here -- it is too difficult to generate random landscape features that don't suck.

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Postby Phelanpt » Tue Sep 30, 2008 1:38 am

I don't think he said random.
Still, I don't think this would be easy to implement, and there would have to be a lot of changes in map code.

Also, that was a nice insight into the development process, didn't know that had been tried in the alphas.
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Postby xander » Tue Sep 30, 2008 6:26 am

Phelanpt wrote:I don't think he said random.
Still, I don't think this would be easy to implement, and there would have to be a lot of changes in map code.

Also, that was a nice insight into the development process, didn't know that had been tried in the alphas.

If it is not random, then someone has to do the work of designing the extra land masses, placing spawn points, &c. More content creation. Content is what nearly killed IV with Darwinia four years ago -- I can't imagine they would want to create such a complicated system now.

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Postby Kuth » Tue Sep 30, 2008 8:04 am

What about changing the water level?
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Postby RabidZombie » Tue Sep 30, 2008 4:53 pm

That probably wouldn't create any worthwhile, new land masses, making it rather pointless. :P
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Postby zach » Tue Sep 30, 2008 6:17 pm

Unless of course the map was designed with variable water levels in mind.

Also, I do believe some random generation could generate fairly decent maps - of course, you'd be well off placing the buildings etc. yourself. I'm just thinking the general land mass here.

I made a semi-acceptable algorithm for this, back in the Darwinia demo days. With (a lot of) tweaking, that stuff is quite playable - even enjoyable.
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Postby Kuth » Tue Sep 30, 2008 7:01 pm

ok, what about destroying them?
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Postby N3tRunn3r » Wed Oct 01, 2008 6:53 pm

RabidZombie wrote:That probably wouldn't create any worthwhile, new land masses, making it rather pointless. :P


nice idea!!
instead of appearing new landmasses from the water :arrow: from the beginning of a game/map the water level is a bit higher. opening "THAT" special crate, the water level decreases and "THESE" new landmasses are appearing...

:D
YAY!
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Postby N3tRunn3r » Wed Oct 01, 2008 6:53 pm

Kuth wrote:What about changing the water level?


nice idea!!
instead of appearing new landmasses from the water :arrow: from the beginning of a game/map the water level is a bit higher/lower. opening "THAT" special crate, the water level increases/decreases and "THESE" new landmasses are either appearing or disappearing...

:D
YAY![/quote]

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