Содержание
- 2. Goals Maps from 36x36x1 to 144x144x2 Strategically balanced. Natural land shapes. Castles, Monsters, Treasures. Aesthetically pleasing
- 3. Example Map
- 4. Overview of generator Random Map Templates Zones Terrain placement Obstacle Mask Object Placement Creation of Connections
- 5. Random Map Templates Determine strategic shape of the map Zones Type of zone: human start, computer
- 6. Zone placement Zones treated as circles at this stage Important concept at this stage is zone’s
- 7. Zone Placement continued Minimize overall width and height of map For two level maps, each level
- 8. Conversion of zones to terrain Basic zone shape depends on adjacent zones, like soap bubbles Starting
- 9. Creation of Voronoi Diagrams Delaunay triangularization Each triangle defines a circle No circle contains any points
- 10. Creation of Delaunay triangularization Start with 4 points defining a square outside the boundaries of the
- 11. Creation of Zone edges Fractal randomization of zone boundaries begin with line defining boundary displace center
- 12. Differences on an Islands map Zone boundaries not randomized Internal boundary between land and sea within
- 13. Map with terrain only
- 14. The Obstacle Mask Obstacle mask defines future, rather than present, obstructions Each square has three possible
- 15. Decorative obstacles Instead of placing decorative obstacles, the generator takes a negative approach Initial state is
- 16. Insuring all areas are reachable An “A*” based pathfinding algorithm determines the distance from the first
- 17. Connecting adjacent zones Place guardian monster, if any. If connected in the template with a “wide
- 18. Junction Zones Junction zones are intended to be narrow tunnels or passes. Find the points connecting
- 19. Water Connections Connect adjacent water zones For each zone, if connecting it to an adjacent water
- 20. Building Shipyards Mark distance and direction from each square to nearest adjacent zone. Pick a square
- 21. Underground Gates and Teleporters For underground gates, choose a random spot that overlaps in the surface
- 22. Placing Objects Distribute objects evenly. Maintain a map with distance to the nearest object (town, mine,
- 23. Object Density: Concept Zones can vary greatly in size. Most objects must vary in number depending
- 24. Object Density: Implementation Within a type, there can be several different densities. Relative density within the
- 25. Town Placement Zones have a minimum number of towns and castles, and a density. Place first
- 26. Mine Placement Each zone has a minimum number of mines of each type, and a density.
- 27. Monster Strength Treasures, mines, and sometimes connections between zones need guards. Monster strength depends on the
- 28. Selecting Monsters Template specifies which alignments are legal for monsters in each zone. Desired number of
- 29. Treasures Any object which rewards the player is a “treasure” object. After placing towns, create a
- 30. Treasure Blocks Zones specify treasures in terms of a range of total value, and a density.
- 31. Creating a Treasure Block Total desired value of each treasure block is random within a range.
- 32. Guarding a Treasure Block Build list of points on perimeter of treasure block. Block all points
- 33. Placing a Treasure Block Blockage in obstacle mask can overlap previous marks in map’s obstacle mask.
- 34. Artifact Quests Artifact quests require two objects: the artifact which is the goal of the quest,
- 35. Key Quests Key quests include a border guard blocking access to a treasure block, and a
- 36. Obstacle Selection Begin by selecting a square that must be blocked that is currently open. Examine
- 37. Obstacle Selection continued Examine all possible ways to place each obstacle without blocking a square which
- 38. Obstacle Weighting Weight is based on what objects (obstacles and some items such as mines) are
- 39. Obstacle Weighting Continued Some layering effects, such as trees over mountains, have a moderate weight. Weight
- 40. Decorative Islands Open expanses of water appear empty, even with objects such as flotsam and shipwrecks.
- 41. Fractal Height Maps Begin with a rectangle. Subdivide rectangle into 4 rectangles. Randomly displace center and
- 42. Roads Draw roads from each town to every other town or shipyard. Use a pathfinding algorithm
- 43. Rivers Watermills need a river with a source and a sink to look correct. Use a
- 45. Скачать презентацию