That spreading of landscapes-types could be done more or less randomly, like now, but it could also be controlled very exactly created by a modder, because a mod can do everything. Or when you reach some point of dicovery you will find automatically the big boss. Or you can guarantee, that one side of the spawning point has a lake in the back. There are parts of the map, that include much more resources than others - for example. This means: The landscape is splitted into bigger parts, like the starting area for example. The generated map must have th right "mix" of landscapes/biomes etc. (But that is still possible)īut that alone doesn't make a good game. This should be the same in Factorio, instead to be forced to drag knobs. You can say "Play me Rock'n'roll" and it plays rock'n'roll. This is like with an old radio, if you don't press the right buttons and turn the frequency to the right position, you won't hear anything.Ĭurrent radios don't need to press many buttons. You cannot guarantee a good gameplay, if the player is enabled to drag any knob. Because that's the reason for a bad game. The idea is in short, that maps should be not completely random. Taken from viewtopic.php?f=5&t=8670&start=10 Multithreaded game update loop. Under that circumstances it could have the following suggestions implemented: All the map-generators create the map (or only active in some parts of the map) and then rendered together, like a picture with layers in Photoshop, where you blend more layer one or layer two, depending on a mask. That job can be done by specialized other map generators. It can also not create parts of (old) factories (from blueprints or other maps). But it cannot create for example rivers or roads. The current map-generator #1 can create several types of landscapes. Other map-generators can be used to generate part of maps (sectors). The map is generated in two (or more) layers (one for each generator) and the new generator decides, which "layer" should be used and blends between the layers so, that it look "natural". That means, that the current map-generator-#1-algorithm and for example the Resource-Spawner-Overhaul-mod can exist in parallel on the same map. _generator (A description in the wiki)Ī new world generation doesn't replace the current world generator but makes it one small part of the new! Viewtopic.php?f=18&t=8016 Random Map Generator (This article describes, how the current map generator works) And a random map also doesn't guarantee a good game.īefore making suggestions you need to know, how the current generator (I call it here "map-generator #1") works: But that is also it's problem: A random map doesn't guarantee that the map is playable. The current map generator is very good to generate more or less random maps. The content of this thread is "some kind of suggestion", which - at the same time - tries to bring all the ideas around world generation together into a concept, that enables all those wishes. The best explanation of this dilemma can be found here: viewtopic.php?f=5&t=9492 Uncertainty factor Some want many trees, other don't like trees. Some want to hop from island to island, others want to have one big plain field. And as it turns obviously out: It's not possible to fulfill every suggestion, cause the suggestions are going into quite different directions. There are some dozen of suggestions around generating worlds.
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