CodeSpells Development Update 1

Our first dev update that we published yesterday. There’s still plenty of hitches and oddities, but we’re really excited about the progress so far!

Advertisements

10 responses

  1. Solomon

    Speaking as someone who eagerly devoured the programming posts at twentysided and procworld, I would love to hear about the technical parts- even a few screenshots of the bugs you’ve found and fixed and the new systems you’ve layered on. As an example- the worldbulding aspects like the erosion patterns and such seem like they could form a post all on their own.

    November 2, 2014 at 4:45 am

    • a_lopezmobilia

      That’s a great idea! We’ll be adding some cool new features to the terrain along with randomized assets in the next few weeks, so we can do another post and talk about more specifics on the procedural stuff

      November 2, 2014 at 4:54 pm

  2. Timothy

    I am also a software developer and I’d like to provide a couple ideas. I have been working on a world generator similar to what it sounds like you guys are building. But have nowhere near enough time to do it.

    One thought for mountains vs. plains, etc.. I use a perlin noise model to generate the mountain peaks, which tend to make super jaggy mountains forms like you were having and I like your idea of smoothing that out with sand. My solution for the jagginess was to generate a second, smooth 2D perlin noise map to multiply against the original map. This gives nice flowing transitions from mountain ranges to plains with foothills in between.

    Also, it would be awesome to see caves in the game. An idea I had, which I haven’t fully tested yet on my engine, is to create two 3D perlin noise maps that are used together together, and anywhere they both have corresponding (x, y ,z) values above a prescribed threshold, the terrain generator would erase that land from the map mesh, creating worm-like cave systems. I’m not sure exactly how that would look once applied, but I’m betting it would be really neat.

    I would love to know what you think. Even cooler if it works out.

    -Tim

    October 8, 2014 at 8:05 pm

  3. sabaal

    Awesome video, watched it twice. Showed friends too. 😀

    Are you planning on doing more updates in this format? I think I speak for a lot of people when I say I find it really exciting to see progress like this demonstrated in action.

    I’d also like to hear more technical details, since I’m some kind of nerd or something. Not sure if I speak for anyone else there.

    October 2, 2014 at 3:02 am

  4. Verzne

    Looks really awesome!
    I am a little bit concerned about the fact that rock is completely unaffected by magic? Seems a bit limiting to me. What if I wanted to dig into the side of a mountain and make a house? If your worried about people digging out of the level and falling into infinity, why not take a page from mine craft? two types of rock one that can be messed with and makes up the majority of things, while the other type is just a layer at the bottom and can’t be messed with at all.
    OR make it so rock being able to be messed with is a setting in the options, so people setup a server and can set whether or not rock can be messed with when they setup the server.(Assuming you are going to use that kind of server setup for your game. Which you might have something completely different planed, Idk. :P)

    But yeah just a bit of a nitpick on my part, the game is looking really good and I cannot wait to see how it develops from here! 😀

    September 30, 2014 at 5:43 pm

    • a_lopezmobilia

      Thanks!

      We decided to focus on sand and water first because we feel that those will offer tremendous amounts of possibilities even without rock layer deformation. Digging into rock is something we’re considering, but that would require a different type of simulation. Rock would not flow and fill gaps the same way that sand and water do. If you can dig through rock, you’d expect it to create caves and break off parts, which would alter some of the assumptions that we use for optimizing the fluid simulations.

      We have a plan for creating cave type levels, but combining open areas with cave areas gets tricky unless you use a purely voxel engine. That being said, we do want to give players the freedom to create structures and places to hide, and we have several different approaches we’re planning to try out, so you will definitely have ways to create shelter. At some point, we may end up moving over to a more voxel based approach to fluid simulation, but we need to solve one problem at a time, so we first want to push sand and water as far as possible.

      As much as we want the game to be open in terms of deforming the terrain, we want to get the aspect of using magic in the world to feel right first, and then we can go back and see what feels off or needs more freedom.

      Hope that makes sense!

      September 30, 2014 at 6:50 pm

      • Verzne

        Yup, makes sense!

        Got to say the more I look in to this game, the more I really want to play it XD
        Can’t wait to see how you guys make it even better as the months go on 😀

        September 30, 2014 at 6:57 pm

      • sabaal

        Rather than freely deforming, would transmuting between sand and rock work? If your terrain is expressed as a height map, I think the simplest way to manipulate it would be copying data from another height map that you can already deform.

        October 2, 2014 at 2:59 am

  5. Marcus

    Looks really nice fellas, keep up the good work!

    September 30, 2014 at 3:25 pm

    • a_lopezmobilia

      Thanks!

      September 30, 2014 at 7:00 pm

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s