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VildNinja

Member Since 06 Mar 2008
Offline Last Active Yesterday, 04:45 AM

Posts I've Made

In Topic: Biome based map generation?

22 September 2016 - 02:37 PM

I've never used this technique for games, but I think it should work for biome generation.

 

If you have multiple layers of low res noise (such as perlin), and combine them to create a probability vector, describing what biome is the dominant for an area.

 

The most basic example for this, is just to associate each layer of noise with a certain biome type, such that the areas where the tropical noise layer has the highest value, the biome will be tropical. 

 

To prevent a snow biome spawning next to a dessert, you can achieve a more sophisticated result by having the noise layers represent environmental properties, such that the biomes can be derived from these properties.

 

Example time:

 

noise layer #1 "Temperature"

noise layer #2 "Humidity"

 

Derived biomes:

Temp < 33% and Humidity < 50% => Cold rocky biome

Temp < 33% and Humidity > 50% => Ice and frozen lakes

33% < Temp < 66% and Humidity < 50% => Grassland
33% < Temp < 66% and Humidity > 50% => Forest or swamp

Temp > 66% and Humidity < 50% => Dessert

Temp > 66% and Humidity > 50% => Tropical rainforest
 


In Topic: Serious Question needs serious logical feedback

20 September 2016 - 02:23 AM

I want to through at them a huge pitch on all the ideas i have for diablo 4, i want to help build the diablo 4 version.
That sounds a lot like a job application. Keep in mind that game designer is one of the hardest positions to land. What are you experiences with programming, graphics or audio?

 

There are a few examples of people picking up/licensing abandoned franchises, and running a kickstarter to reboot the franchise. There is certainly also a wide selection of franchises, that is not tied to a certain developer, where established game companies can bid on the project (a lot of non-game franchises works like that).


In Topic: Over stepped at the start

20 September 2016 - 02:15 AM

Honestly, if you just want to get started making your game, I would recommend you to go for tools designed for game development, rather than regular application development. Not saying that doing everything from scratch is a bad idea. Learning how things work is never a bad idea. But you should consider looking into tools such as RPG Maker, GameMaker (which is on sale today at humble bundle) or Unity. for Unity you will also be using Visual Studio to code c#, plus once you've made a 2D game in Unity, it should be fairly simple to switch to 3D development.

 

My personal selection of tools I use on a daily basis as a game programmer is: Unity, Visual Studio 2015, Sublime Text, Blender and Photoshop. The last two are mainly for mockups. My point being that a lot of development tools comes as finished packages, where you pretty much only need to run a single installer to get started. Then you can add more when you know what you want to use.


In Topic: Over stepped at the start

17 September 2016 - 09:14 PM

Well for starters both XNA and Silverlight are outdated. Not that you can't use them if you want to, but the support has been cut, and the communities are moving elsewhere.

 

But what is it you want to make? it is hard to give you any advice on what you need, without knowing what you want to do with the tools, or your current skill level.


In Topic: Where could I find game-ready textures I can use in commercial projects?

17 September 2016 - 06:20 PM

@, That is true, but I don't think this is caused by borrowed textures mostly, only in the cases where people are combining two textures without ensuring they fit together, or copying most of the content from another project.

 

One of my previous games actually uses A LOT of textures from that site, where the artist would create most assets in in a patchwork style + a lot of Photoshop on top. This was super helpful, since our artist was not great at creating textures from scratch, but she was still able to maintain most parts of the graphics production. Only exception was rigging and animation were we had to hire additional people.

While the game was not a huge economic success, nobody mentioned the asset flipping :) To be fair our game was 2D with a visual style made to look like DIY / raw and rusty, so I guess it depends on the project.

 

I think most of the negative vibes comes from people overusing the Unity asset store + releasing stock projects with only few modifications. As long as single textures don't stand out, I honestly don't think people will notice (in most cases at least). personally I instantly notice if rocks don't blend in with the background, but not if the textures are original or not.


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