Showing posts with label map. Show all posts
Showing posts with label map. Show all posts

June 18, 2011

Current Progress (and other stuff)

A corner street, with the Deonapocalypse skin from Deon
Well, as said in the previous post, next release should be available during the weekend (Sunday is the most probable day). I am done with the initial part of the new city generator. A basic grammar system is included allowing different kind  of N/S, E/W, crossroads and corners roads. It's already possible for the modder to change how those roads will look and add/remove variants using the provided files.

June 11, 2011

New Map Generator Progress and Future Plans

Randomly Generated Road Network
I am still working on the new City Map Generator. I am done with the basics and i have a working map where I can move around, but NPCs and factions have been temporarily disabled as I need to review their respective AI. I had to rewrite the zone editor, and it's only temporary as it will be replaced by a building editor that will allow to set multiple levels, select specific walls/floor types and other features. Here are a few work-in-progress screenshots and comments to give you a hint about what's going on:

June 3, 2011

Design : Map Generator

This is a design document, regulars already know this, but for the others: the following information is not in the game yet, it's about what's going to be implemented next. The explanations are somewhat technical as I have more or less been asked to do so. It may help as there's basically no useable documentation on proper procedural city map generation on the internet.Comments and ideas from other coders are more than welcome.