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    • By ThunderTwonk
      Hello everyone, I am working on a game idea and since I am still in the process of learning C# and the features available in unity I was hoping some of you might be able to offer me a little insight on things in general for getting started.
      I guess the basic components of what I'm wanting to create would be a Multi-levels management/city builder/rpg.
      The goal is to provide a framework for players to interact with, build in and affect the world both from a 3rd person action RPG as well as a zoomed out 4x style view (This would be something unlocked through gameplay)
       
      As for my questions go I was wondering if anyone had resources that could help me learn.  I've been on youtube as well as enrolled in an online course for basic unity and C# and will continue those but if anyone has any words of advice, a place that has good information and tutorials etc.
       
      Thanks for your time.
    • By Cahit Karahan

       
      Hi, I'm new in this forum. It is honorable to see such communities exist. I would like to share my new game. I did for android with unity. I know the game is a little awkward , but you have to know that this game is from the time when Unity's name is Unity3D  I have made my first game when I was 12. Now I am 22.  I have taken a lot of experience in this process and I can make better games nowadays. I have published this game nowadays but actually this game is very old but also it is very special for me :))
      I have just wanted to retouch and share this game, because it has a very important place for me.
       
      DESCRIPTION FROM GOOGLE PLAY STORE

      It's a special free 3D horror adventure action game for the halloween. Fun with scary sound effects and musics, 3D realistic graphics, you will feel the horror in the deep of your heart. Use your reflex. Totally free adventure. Totally scary horror game. 

      Tamarra, she is a beast from our world. She needs to consume souls from innocent people to stay alive. Story begins, the old Elaris tribe had lost their everything because of this beast who lived in the well. Araknas was the most powerful warrior of the tribe. One day, Araknas's mother was killed by the servant beasts of Tamarra. That's how Araknas's journey to the well begins. Tamara's well is guarded by horrible beasts. Araknas has to pass all servant beasts until he reaches Tamarra.

      Even death at the end is worth the revenge. 
      Are you brave enough to jump into Tamarra's well?

      Survive from witch attacks, clown attacks and many scary creature.

      - Realistic 3D graphics.
      - Scary sounds.
      - Scary musics.
      - Best experience with headphones.
      - A demon cage where you can imprison all the demons one by one
      - The witches do not like help, but they love blood stone. Witch store where you can develop your abilities and get new abilities.
      - Countless beasts.
      - At the end of the well there is a hidden surprise for you.

      *We do not recommend this game to people with clown phobia, spider phobia, or panic attacks.*

      **!!!**Note : This game is an early-access game, we are upgrading new features every day, new beasts, new improvements, as an example online 1vs1 fall on the list, so stay on connect and follow Halloween : Horror Well on Google Play.**!!!**

    • By INFRA
      SCAN. DRILL. SURVIVE.   ISOLATED Release in May 1st 2018   https://store.steampowered.com/app/805950/Isolated/   A game by Jérémie Bertrand Music & Sound Design by Pierrick Querolle *** Our solar system has been invaded by strangers. For the purpose of a possible negotiation, a team of astronauts is sent to the moon. Alas, they are shot before even arriving on the scene. Only one astronaut survives the crash and his only goal will be to go home...   GAMEPLAY   Shoot enemy ships to avoid being invaded. Be precise in your movements, because it's better to lose a bit of life at the top than to lose it all at the bottom. Take out your drill to destroy the stones in your path. Validate your identity to cross the different laboratories. Reach the flag before losing your three lives.   And all that... at the same time! Will you be able to go home? If the answer is yes, how long will it take?
    • By BigJiggly
      Hello! So, I've been the leader of BJP for a while now. I'm a bit bored of taking the role I always take, leader. I was hoping someone out there is looking to forge a team maybe and needs a programmer. 
      I have experience mainly in the Unity engine(C# intermediate) and I have a very small amount of knowledge on Shaders, as well as experience on developing games(usually end up stuck in dev hell) and leading experience from my last team which at one point reached 11 people. I personally love the Unity engine and prefer to use it as it's the development environment I'm comfortable with. 
      I have used Unity for over a year and a few months, I'd consider myself an intermediate at the Engine, but to this day Unity still surprises me. 
      I live in the United Kingdom, I find it a bit strange to work with other programmers as the ones I've worked with tend to leave their code heavily unoptimised and I'm a on the go optimise kind of guy, I also like to get things done quickly.
       
      If you're a new team and need a programmer that has high levels of ambition and strives to maintain the motivation throughout the team, then I'm your guy. I don't care if you're just beginning because I'm all for helping people learn!
       
      To finish this off: I like to get things done and I like to get them done right the first time, if I fail I will do it again and again, etc, until I loose all motivation. So if you're a modeller or an artist, please don't leave me to do all the modelling/art as well as the programming and sound. I do have experience in all those areas but my main power is in programming and I'd prefer to keep it that way.
       
      [If this was posted in the wrong forum, sorry, I don't really know the layout of this website yet]
    • By Alexia
      Hi all,
      A small team are currently undertaking a fairly large game project involving multi-playing, taming and other complex game mechanisms.
      We are looking for someone who is experienced in programming a wide range of mechanisms, more information is on our discord server. It is also a learning experience and we wouldn't expect you to know how to do everything we wanted, but just ask that you would be willing to learn how to.
      If you are interested in joining the (rather long term project) just message me and i'll add you on discord.
      Thanks for your time,
      Alexia 
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Unity How to procedurally generate 2d top down world?

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So I am trying to figure out the best way for me to go about procedurally generating 2d top down world (like RimWorld) for a game I am working on. From everything I have read it seems like I would want to use noise algorithms for generating the world however the kind of math that seems to be required for this type of procedurally generation is not a strength so I am trying to find libraries that will handle most of the heavy lift as far as the math / algorithms go however the results I have been able to generate so far have been unimpressive.
 
Right now I am just trying to be able to generate the main world land not worrying about small things / resources like tress, flowers, rocks, ore, etc right now.  Want I am looking to be able to do right now is just:
  • Generate a map of X by X size that is surrounded by a certain impassable tile (deep ocean, unbreakable rocks, etc.)
  • Be able to generate a number of different biomes that have logical sense (have a beach biome only next to the ocean, have an oasis biome only within a desert biome, etc.)
  • Make the terrain look somewhat irregular so that each map generation does not look too similar and the biome shapes should be quite varied
I have been trying to use a Unity implementation of this library : https://github.com/Auburns/FastNoise_CSharp :  and I am guess I am using it wrong or something as the maps I generally filled of a bunch of oval shapes within ovals shapes. The few tutorials I could find on the topic either 1. Go into building the noise generating algorithm itself which while at a basic level I could probably do but I would be completely screwed if I had to extend that algorithm to what it would probably need to be for my end goal or 2. Talks about stuff at such with no code examples or anything and at such a high level I have not idea what they are talking about. I have no issue with using the data that is generated from the algorithms to be used for generating the world, I just know that I am not the person to actually generate those algorithms themselves.
 
Are there any good tutorials that have decent code examples about working with 3rd party algorithm libraries (C# would be ideal since that is the language I use with Unity) to generate maps of this nature?

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What are you generating exactly? It looks like you are assigning regions of a 2D map to belong to different "biomes", but how do the abstract biomes translate to concrete environments? For example, are you placing different plants as scenery in different biomes?

Also, why do you insist on using noise functions? If the main constraints in your procedural generation are about what biomes should or should not be adjacent, why don't you start from a planar graph of adjacent biomes and turn it into a map by giving each region the appropriate shape, elevation and other features?

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Many years ago, I wrote some blog entries about using my own noise library to generate procedural islands:

https://www.gamedev.net/blog/33/entry-2249260-procedural-islands-redux/

https://www.gamedev.net/blog/33/entry-2249282-hooking-into-the-tree-to-build-a-map/

 

An example:

blogentry-47547-0-72940200-1296083423_th

 

The entries are quite dated now, as my noise library has moved on quite drastically from what it was back then, but the concepts still remain the same.

 

The idea is that you use different types of functions to generate the result you desire. The islands in those articles use a distance function as the base, which is distorted by a noise fractal to give the island shape. Other various functions and fractals are layered on to create mountains or hills, to delineate areas of mountain and hill, and so forth. It can require a great deal of experimentation so that you know what the results of certain functions will be, and can predict what things will look like. 

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Thanks for the tips all. I ended up continuing to use the noise generator for the general map and was able to find a tutorial that was dumbed down enough for even me to understand (at least enough) on how to create a circular mask with randomization in it in order to have the map completely surrounded by water / beach. I am sure I will have more questions in the future as I am sure I am going to need to do more / better generation but at least this gives me a map that is usable for the time being.

 

Thanks again.

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