Re: Town generators
- From: dominikmarczuk@xxxxxxxxx
- Date: Wed, 22 Oct 2008 08:15:20 -0700 (PDT)
On 22 oct, 17:08, I Own The Letter O <lord_h...@xxxxxxxxxxx> wrote:
Mingos briefly mentions BSP for making a town above and although I
haven't got to the stage where I need a town generator I can recommend
BSP. I sometimes play around with my dungeon generators to see what
else they can produce (Cellular automata make good desert islands, and
if I tweak a few values and change a few booleans around bizarrely it
creates a maze). I've had a little fiddle with BSP, instead of
creating 16 sections I had it do 32 for smaller buildings (although
the amount of partitions will depend on the size of your map screen).
I flipped the dig-out options so the centre of the partitions was
stone and the border was floor. It looked pretty okay for a village, I
didn't add any doors or anything because I was just fiddling rather
than working on LoS (the current bane of my life).
If you want something bigger you might need a different tactic as
large towns are normally built around features and have more defined
roads to those features (i.e. markets, churches, manor houses, primary
industry such as mills/smiths, etc).
Exactly my thinking. Also, BSP might provide an easy way of dealing
with small, but interesting details (like a road system or building
doors always facing the road). The reason I didn't write anything
about it was the 40x30 map size which doesn't permit feature-packed
maps anyway (at least I think so... I have to admit I'm used to
working with very large maps and my vision might be blurred by that
fact, heh heh).
Mingos
.
- References:
- Town generators
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- Re: Town generators
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- Re: Town generators
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- Town generators
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