Merr_Random_Map
Posted: Thu May 26, 2011 7:32 am
I've spent the past few weeks writing scripts until I was blue in the face ...
My goal was to have a totally random map ...
I found the best approach that creates a random map and (most importantly) a playable random map!
Now, the map may not look "natural", but it's playable ...
I created terrain cards ...
Each card is a 5x5 mega tile ...
The cards are then placed in a list ...
The list is then put into a deck (array), then each card is randomly drawn and placed on the map in columns and rows.
Before I place the terrain, I randomly draw the main roads and streams(rivers) ... straight for now, I hope to have them logically wiggle.
My terrain cards support wiggling streams(rivers) but I haven't written the scripts yet.
Currently, it can support up to 2 roads and 2 streams (or 2 rivers).
Tracks are randomly drawn along each axis.
I built in support for "hills" when Pip allows us to script height increases.
I'm writing the scripts so that it can support any blank BAM with minimum size 20x20 ... screenshot shows 30x30.
The combinations are so many I can't imagine how many variations it can build.
The cool part is that anyone can build their own terrain "card" and add it to the list.
The screenshots show 2 Rural (no river) and 2 rural (river). Note that I don't have Objectives ... I'm planning on having Random Missions with Random Objectives based on the mission selected. Also, I'm using Pip's CarryOver units to compliment the whole thing. When I'm done, it will be all thrown together into a Random_Campaign !
Rural Crossroad (no river) - 1

Rural CrossRoad (no river) - 2

Rural CrossRoad (rivers) - 1

Rural CrossRoad (rivers) - 2

I hope you agree ... otherwise write your own!
Many thanks for looking,
Rob
My goal was to have a totally random map ...
I found the best approach that creates a random map and (most importantly) a playable random map!
Now, the map may not look "natural", but it's playable ...
I created terrain cards ...
Each card is a 5x5 mega tile ...
The cards are then placed in a list ...
The list is then put into a deck (array), then each card is randomly drawn and placed on the map in columns and rows.
Before I place the terrain, I randomly draw the main roads and streams(rivers) ... straight for now, I hope to have them logically wiggle.
My terrain cards support wiggling streams(rivers) but I haven't written the scripts yet.
Currently, it can support up to 2 roads and 2 streams (or 2 rivers).
Tracks are randomly drawn along each axis.
I built in support for "hills" when Pip allows us to script height increases.
I'm writing the scripts so that it can support any blank BAM with minimum size 20x20 ... screenshot shows 30x30.
The combinations are so many I can't imagine how many variations it can build.
The cool part is that anyone can build their own terrain "card" and add it to the list.
The screenshots show 2 Rural (no river) and 2 rural (river). Note that I don't have Objectives ... I'm planning on having Random Missions with Random Objectives based on the mission selected. Also, I'm using Pip's CarryOver units to compliment the whole thing. When I'm done, it will be all thrown together into a Random_Campaign !
Rural Crossroad (no river) - 1

Rural CrossRoad (no river) - 2

Rural CrossRoad (rivers) - 1

Rural CrossRoad (rivers) - 2

I hope you agree ... otherwise write your own!
Many thanks for looking,
Rob

