Spellcaster Studios

Make it happen…

Category Archives: Development

River geometry

Finally finished with the terrain/river/lake generation! Yesterday’s problem was easier to address than I expected, everything worked perfectly quite soon… So, we had this yesterday: And today we have this in the same place: The screenshot doesn’t do it justice, but it’s much nicer and more “correct”. So now I’ve started the generation of the […]

How original: lakes and rivers!

Yep, this week has been very original… I’m closer and closer, and the latest addition to the algorithms has really made a difference… After all the process is done, I now do a linear interpolation between the height of the river/lake and the surroundings, making it rise smoothly enough so that the water doesn’t escape! […]

Terrible work day…

Most of what I’ve done today got thrown away… That’s a sad thing that sometimes happens in development… I did a lot of experiments with the lake generation code, and I finally found something that I think actually works, by playing around with the parameterization of the algorithm… Since this whole process is taking about […]

Still lakes…

This is taking much longer than I wanted… Although I’m closer (and just found out I’m doing a lake every 4 cells), it’s still not good enough, the water doesn’t follow enough: The brightest points are the lake spawn points, but the water dies down too fast… I could do more iterations, but this takes […]

Lakes

Working on a lake system, and results are less than optimal… Currently, I’m looking for a suitable place for a lake in the river, and then using a flood-fill algorithm, but something is going terribly wrong on it: So, the lava here shows the places where a “lake” tile is being placed, and the height […]

Playtesting

I had a small kitchen accident and I cut one of my fingers, so I’m having a lot of difficulty coding and writing… So I decided to try something way different: actually playing the game and tweaking weapon parameters… This is actually something I should be doing more often, since it’s such an important part […]

Flatten rivers

This took a bit longer than expected, mainly because I spent a lot of time tweaking the A* parameters to get more natural rivers, but the rivers now are “flat”, they only go down… The way the river akeis created also enables me to do some additional stuff, like making the flow geometry in the […]

And now for something completely different…

In my research into rivers, I’ve found another option that’s yielding interesting results: use pathfinding… Basically, I just identify a source for the river and then try to leave the map area, weighing the results like in pathfinding (for example, better cost for downhill)… The results are much better than the previous system: Then I […]