Tag: procedural-generation

Border Lines on a Strategy Map

Happy Thanksgiving!

A couple months ago I was noodling on techniques for displaying the map in a strategy or tactics game. Well, lately I’ve been thinking a lot about one specific aspect of how those maps work: representing borders on the map.

I’m talking about the colored lines on the ground in this screenshot:

Continue reading “Border Lines on a Strategy Map”

Demonstration of Map Mesh

Last month I described in words how I was building a clickable map using vertex colors. Well, a reader requested I make some visuals to demonstrate what I was talking about, so I whipped up a demo in Unity and grabbed a video of my screen:

strat-map-action

Continue reading “Demonstration of Map Mesh”

Visual tricks for a strategy game’s map

At work this past month I’ve been implementing some interesting visual tricks on a mesh-based map. While we aren’t making a game, I could totally imagine these techniques being useful for a strategy game, or maybe a tactical RPG. Let’s say you have a hex map. Well, you could easily do hexagons with a 3D mesh, and then boom you can can use all sorts of visual tricks developed for 3D games.

Continue reading “Visual tricks for a strategy game’s map”

Terrain from a Convex Hull and Triplanar Mapping

As I pointed out last month, I’m putting my personal projects on a hiatus for a while. Instead, I’m going to talk a bit about interesting game dev and graphics stuff that’s come up at work. Naturally I can’t blab too many details about our internal projects at PEAK6, but I do want to point out some of the publicly available technologies and/or resources.

The project I’m currently working on has involved a witch’s brew of proc gen techniques. I want to focus on two in particular: convex hulls, and triplanar mapping.

Continue reading “Terrain from a Convex Hull and Triplanar Mapping”

Some useful scripts

Happy just-after-Thanksgiving! I’ve been adding to my game’s graphics and putting in some useful touches to release the first playable prototype soon. In particular, I’m going to talk in this post about camera shake, and then tips for improved “randomness”.

But first, here’s a quick peek at some additional enemy sprites:

fprpg-paxton.png(monsters by Paxton Paddington)

This was just a mockup of combat in the first-person dungeons. In particular, I did that mockup to test camera shake when enemies attack you:

fprpg-camera-shake

Continue reading “Some useful scripts”

The dungeon has graphics!

Alright, last month I had the beginnings of the procedurally generated maze, and this month I’ve done a whole bunch more! So much in fact that I’m going to limit myself to 3 key things in this update: the maze mesh, recolored enemy sprites, and productivity process.

First, the maze mesh. Long story short, the game generates that now! I worked out how to create a mesh in code and then wrote code to move around inside it; here’s a quick video I captured of moving around the maze:

Looks pretty cool, just like I’m going for! Here are a couple screenshots from the editor showing different generated mazes:
Continue reading “The dungeon has graphics!”

A new beginning…

Okay so this is a sort of cryptic title. It refers to the fact that I just started a new job! Working at Synapse Games was awesome, but I’d been there a long time and felt like it was time to move on, so last Monday was my first day at InContext Solutions.

Anyway, despite the whole changing-jobs thing keeping me rather busy, I’ve made decent progress on my first-person rpg. I implemented the code foundation for my game, including generating random dungeon mazes:

Screen Shot 2017-09-26 at 7.55.12 PM

Continue reading “A new beginning…”