Tag: procedural-generation

Shader that renders Border Outlines

Merry Almost-Christmas! I normally do a blog post every month on the 25th, but I wanted to do this one a few days before then because of the holidays.

Last month I had described my plan to render border lines on the ground (think territory in a strategy game, or movement ranges for tactics games). Here’s an image showing the result of my experimentation:

8 inner-fade

Hey, looks pretty good if I do say so myself! That’s a smoothly glowing outline drawn on the ground, surrounding a discrete region of a square grid, with the outline nicely rounded at the corners.

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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:

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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.

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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.

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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

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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:
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