Showing posts with label 2d. Show all posts
Showing posts with label 2d. Show all posts

2018-12-01

Fantasy World Simulation 2018.1.0

Sketch Map
A Sketch Map


Region Map
A Region Map
Fantasy World Simulation is a tool to generate maps for (and later simulate) fantasy worlds.

New:
  • Added Sketch Map that is drawn by the user.
  • Added Region Map that is interpolated from a Sketch Map.
  • Added views that show different data (e.g elevation, terrain type) of the same map.
  • Added loading & saving of maps.
  • Added undo & redo.
Known Issue:
  • #16: First time rendering the Region Map takes too long

2010-11-18

Pyro Update

Some days ago I found working code of Pyro! Today I uploaded it to GitHub. Here is the link to the source code:

https://github.com/Orchaldir/Pyro

And a screenshoot :



2009-06-15

Realm Building Prototype

Another project is a prototype of a realm building game like Civilization or Total War. The prototype concentrates on the map editor.


I choose hexmaps, because I like the way they look and I already used square maps with the roguelikes.


Features of the prototype:

  • paint terrain types
  • place roads and cities
  • define realms(red border)
  • rotat- and zoomable 3d camera

Lessons learned:

  • don't use 3d cameras for 2d maps
  • hexmaps are great for realm maps

Another map style.

2009-03-21

Pyro(Python Roguelike)

This time I will talk about one of my old projects. It was a roguelike written in Python.


Here are some of the features:

2D pixelart

I always wanted to make a roguelike with images instead of characters, but where to take the art from? Buy? A friend?

In the end I decided to make it myself. I really liked the art style of Three Hundred Mechanics and started copying it. It was great fun and soon I started drawing completely new creatures.

Here are some examples:


single tile, multiple tiles and snake bodies

It was possible to have huge creatures(giants, dragons, ...) with a body of 2*2, 3*3 or even bigger bodies.
  • They couldn't use smaller corridors.
  • They had more adjacent cells.

Snakes had one head tile and many body tiles. Think of the old snake games.

behavior trees

Behavior trees are a great way of building your ai out of reusable building blocks.

I had behaviors for attack, flee, patrol, wander and investigate.

Villager: wander or flee
Skeleton: attack
Guard: patrol, investigate or attack

They always pick the behavior with the highest priority: Villagers normally wander around, but if skeletons are near they flee.

If you want to know more about behavior trees, go to http://aigamedev.com.

sensory system

Different creatures had different ways of sensing the world.

Seeing: distance, occlusion
Hearing: distance
Sense Life: distance

Villager and guard: Seeing and Hearing
Skeleton: Sense Life

I even had a wall type, where you could see through, but nor move through(the yellow wall):




I am really sorry that, I can't give more or newer screenshoots or even a playable game, but I don't have a functioning version anymore. I lost the newest version and now even my backups don't work. I don't know why, but hopefully it will run someday again!


Lesson Learned:
I now use git, a version control system.