Procedurally Generated Map Plan
I quickly wrote up an article on my blog about how I am going to try to procedurally generate maps in my game. It's just a basic run-down that doesn't fully explain everything everything, but it does show enough about how interesting maps can be made.
Now I need to figure out how I am going to use this along with the theme. I also needs to actually start coding, as I already wasted quite a bit of time.
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Comments
Reminds me of when I used to love Yoda Stories, lol.Wow! That takes me back, I too used to love Yosa stories, even though i only had a demo version. And the procedurally generated maps looks very cool. This could be a great game.
Did I miss something great? I never heard of Yoda Stories, but, looking at Wikipedia, it sounds like it could have a lot of replay value!
I'm not 100% certain about all of the details for my PyWeek game, but I hope it will turn out nice.
If we wouldn't have PyWeek now I would probably dig Yoda Stories out of my CD collection and play it for a while - even if just for seeing those graphics again XD .... haa, this brings back memories..
I will have to use a method like that next time I make a top-down game.
In fact, I've been meaning to make a roguelike, but that will have to wait for after the compo.
Unless I decide to register a second entry... But I'll only do that if I can get Voles mostly underway by about Wednesday.
Ah well. Great article, and a new addition to my Firefox bookmarks ^o^
saluk on 2009/04/26 21:04:
It looks surprisingly similar to something I wrote for a 6 hour game project, although much better. For instance, I had no beautification :) Can't wait to play it, over and over and over! Reminds me of when I used to love Yoda Stories, lol.