building a game from scratch - Sol Aureus

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Re: building a game from scratch - Sol Aureus

by v-rob » Fri Jun 08, 2018 22:57

azekill_DIABLO wrote:Birch aren't swamp trees I think. I know I'm pesky.


Well, they might be aspens (although those aren't swamp trees either), but hey, it looks nice.
 

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Re: building a game from scratch - Sol Aureus

by firefox » Sat Jun 09, 2018 08:28

azekill_DIABLO wrote:Birch aren't swamp trees I think. I know I'm pesky.

in germany, birches can grow anywhere, even swamps :P
v-rob wrote:Well, they might be aspens (although those aren't swamp trees either), but hey, it looks nice.

yes, they are aspens, because the wood colour was too dark for birches. (but they were actually birch textures in minecrap)

aspens grow in cold humid areas which are usually coniferous.
i called neptune the swamp biome because it has mossy grass. it's placed between mercury (glacier) and jupiter (jungle).
cool and humid is good blend for those two, and it's the climate where aspens grow =(^.^)=
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Re: building a game from scratch - Sol Aureus

by firefox » Fri Dec 07, 2018 18:23

i'm not dead yet, just lazy :P

i reset the trees mod back to 0, because copying the default trees was not what i wanted and in the end it means even more work to use them and change them later. so if i'm working on the new trees mod, it will be my own tree models from the beginning.
for now i'm working on lots of improvements to the biome map.
building inspiration: viewtopic.php?f=3&t=15550 --- my game: viewtopic.php?f=49&t=15860 --- =(^.^)= nyan~
 

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Re: building a game from scratch - Sol Aureus

by firefox » Sat Dec 08, 2018 18:26

it's done! the biome map finally works as intended.
i switched from the square grid pattern to a diamond cross pattern. the biome distribution is now much better and the "mismatching beach glitch" is also fixed.
height limit and filler depth have been adjusted for smoother borders between biomes and altitude variants.
the colours of stone across the biome map is now aligned like a gradient. ice only appears adjancent to grey stone, red stone only near yellow stone, brown stone is in between yellow and grey stone.
everything looks just gorgeous =(^.^)=

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Re: building a game from scratch - Sol Aureus

by wziard » Sun Dec 09, 2018 09:18

azekill_DIABLO wrote:Birch aren't swamp trees I think. I know I'm pesky.

But they are (?). Where I live the swampy areas are covered with a mixture of birch, willow and alder (closely related to birch) trees.
 

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Re: building a game from scratch - Sol Aureus

by migdyn » Sun Jan 20, 2019 19:53

Nice! I had a similar idea.
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Re: building a game from scratch - Sol Aureus

by firefox » Tue Feb 12, 2019 11:23

i should be working on tree models, but i'm too lazy.
now i have to work on a server town project.
i promise to get back to work when minetest 5.0 releases.
building inspiration: viewtopic.php?f=3&t=15550 --- my game: viewtopic.php?f=49&t=15860 --- =(^.^)= nyan~
 

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Re: building a game from scratch - Sol Aureus

by firefox » Wed Jul 10, 2019 11:52

not only did i not make any progress with trees, i also realized that i messed up the biome map. important ideas for a unique experience, like the glass desert or luminous swamp water, were left out and i ended up with a slightly modified set of the standard biomes.
focusing too much on simple and clean design, i created a boring remake instead of a new original world.

so i started over again, but this time i will focus on making the game playable first and add content afterwards.
the new plan for the biome map still has some holes, but i will fill them eventually.
i also changed the name to Almagest.

still keeping the focus on alchemy, i want to add a lot more node interactions based on heat and moisture, so that instead of using furnaces and autocrafters, the player can construct full functional large scale alchemic transmutation devices.
building inspiration: viewtopic.php?f=3&t=15550 --- my game: viewtopic.php?f=49&t=15860 --- =(^.^)= nyan~
 

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Re: building a game from scratch - Sol Aureus

by texmex » Wed Jul 10, 2019 18:16

so i started over again, but this time i will focus on making the game playable first and add content afterwards.


This is, I suspect, the fate of many game makers! Myself included. Core gameplay has ”core” in it for a reason. Good luck! :)
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Re: building a game from scratch - Sol Aureus

by ShadMOrdre » Wed Jul 10, 2019 18:39

Firefox,

Please look at my lib_materials and lib_ecology mods. You'll find biomes, and plenty of tree schematics, as well as node defs for those trees and plenty of plants and other things that could make this easier for you.

Shad
MY MODS: lib_ecology lib_materials lib_clouds lib_node_shapes ---- Inspired By: Open Source Virtual World Simulator Opensimulator.
 

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Re: building a game from scratch - Sol Aureus

by firefox » Sun Nov 17, 2019 16:04

news flash:

during my last free time at the end of summer, i did nothing.
then, when the new semester started, i resumed working on this even though i should have done math homework instead.

no new code yet, but i finally fixed all my previous design problems.
for now i have a diagram of stones and sands, and how they interact with heat, moisture, frost and drought elements.
every resource is renewable one way or another.
stone will drop itself when mined, cobble is a craft product, acting as a simple form of bricks.
sand is crafted from stone (one-way only), even clay and dirt can be created if you have the ingredients.

the plan has 25 solid and 4 liquid materials. no grass or moss for the surface yet and no decorative building blocks either. just the basics for the "ground" mod which makes up the earth.

for the surface i have planned to simply use grass and moss, both can dry out (and regenerate if the dirt is not dry). variations will be based on trees, since growing trees shall transform the grass around them.

and since node names can be different from their IDs, all variations of sand will simply be named "sand" instead of "desert sand", "silver sand" ect.
sand is sand. you can see what colour it is in the world and in your invetory, no need to long descriptive names.
building inspiration: viewtopic.php?f=3&t=15550 --- my game: viewtopic.php?f=49&t=15860 --- =(^.^)= nyan~
 

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Re: building a game from scratch - Sol Aureus

by firefox » Thu Feb 13, 2020 13:58

so far i still fail to put together a plan for usable biome maps to start working on actual content.
trying to fit in all my ideas creates a weird patchwork effect, while trying to make it reasonable ends up with a modified version of the default mapgen.

eventually i arrived at a similar idea as ShadMOrdre's lib_ecology, and after looking at it in-game, i decided to go with that idea.

i couldn't fill the entire map yet, and will also need to add a bunch of transition biomes, but for the first time it's taking a form that i like.
here are my ideas so far:

the most thought-out part is the Desert Region. a land that was once green, but is now mostly dead after the drought came.
the main biomes here are the Dusty Dunes, accompanied by Fossil Ocean on lower grounds and the Glass Desert on higher ground. from time to time you can find a Cactus Grove. the hidden oasis in this part is Lost Green.
the underground mostly consists of limestone.

Glass Desert: A desert so hot that the sand has partially turned into glass. Crystal formations change colour depending on the light. (red sand, red sandstone, source of rainbow crystals)

Fossil Ocean: Once part of the sea, this land has now risen to the surface. It is too salty to support life. Salt pillars and coral skeletons decorate the dry dunes. (white sand, white sandstone, source of bones, salt and chalk)

Dusty Dunes: Remnants of a once green land. The drought has crumbled the soil to dusty sand, all plants here are long dead. (yellow sand, yellow sandstone, dead wood and dry shrubs)

Cactus Grove: Hidden water reservoirs underground allowed certain plants to survive. Despite their plumb and thorny appearance, they still bloom as beautiful as they used to before the drought. (same as Dusty Dunes but alive, cactus flowers)

Lost Green: A miracle. Untouched by the drought, this region survived until now. The last oasis in a now dead land.
(yellow sandstone, green grass, plum trees and flowers)


the next part is the Boreas Region. surrounded mostly by Eternal Ice on the shores and occasionally on land, the main biome is Cold Forest. on higher ground it will change into Sleeping Forest, and beyond you may find the Awakened Forest.
the underground is just stone, caves may contain ice.

Eternal Ice: Frozen water, towering up like mountains. Nothing grows here, since there is no soil, not even stone. (just ice, sometimes with snow on top)

Cold Forest: The winter wind rules harshly over this forest. Only the most sturdy plants can prosper in this cold region. Despite it's unsettling climate, this forest is vibrant of life. (grey stone, gravel, more moss than grass, pine trees and some others, small flowers)

Sleeping Forest: Covered in deep layers of snow, this forest rests in eternal sleep. (same as Cold Forest but with much snow, also no more flowers)

Awakened Forest: A fallen star melted the snow and awoke nature from it's sleep. The remaining stardust on the ground merged with the earth, water and plants, causing changes in their appearance. (similar to Cold Forest, but everything is silver and sparkly, Star Flower grows here)

the third part is the Forest Region. bad name, but it has the most foresty forests out of all the forests.
the main biome are the Whispering Woods, with the Dusky Woods right behind.
behind the Dusky Woods you may find the Murky Woods, and hidden within there lies the Hexentanzplatz.
the underground here is brown stone, mixed with other materials.

Whispering Woods: A lush and colourful forest. The wind rustling through the leaves sounds like whisper. (brown stone, grass, most trees can be found here)

Dusky Woods: As the trees grew bigger, the space in between grew smaller. The branches cast shadows, making the forest look dark even in bright daylight. Many secrets are said to be hidden within. (like Whispering Woods but more and bigger trees, less flowers)

Murky Woods: Rivalry for sunlight caused the trees to grow taller and taller, leaving dark empty halls below. Mysterious mushrooms are the only things that grow here now. (tall dark trees with wide crowns at the top, no vegetation below except for various kinds of luminous fungus, rivers glow green)

Hexentanzplatz: A rare clearing in the Murky Woods. Witches once gathered for dance here, strangely affecting the surrounding nature. (odd coloured plants, such as blue roses)


for the last part, i want to have japanese biomes and this is where i'm lacking ideas...
one of the main biomes will be the Bamboo Grove, and the rare biome is the Enchanting Forest.

Bamboo Grove: A thick forest of bamboo stalks. They say you will get spirited away if you get lost here during the the twilight. (bamboo everywhere, maybe some variations of open areas with small short groves and tight areas with huge stalks)

Enchanting Forest: The trees carry petals instead of leaves. Blooming even at night, this place looks out of this world. (sakura and wisteria trees that glow in the dark)


for transitions between the other 3 parts, i will include "field" variants of the forest biomes and some dry grass fields towards the Desert Region.
building inspiration: viewtopic.php?f=3&t=15550 --- my game: viewtopic.php?f=49&t=15860 --- =(^.^)= nyan~
 

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Re: building a game from scratch - Sol Aureus

by texmex » Thu Feb 13, 2020 22:01

Love those biome concepts! =D
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Re: building a game from scratch - Sol Aureus

by firefox » Wed Feb 19, 2020 11:07

so i found this handy voronoi diagram simulator (http://alexbeutel.com/webgl/voronoi.html)
and it turns out that the voronoi cells behave much different from what i expected when i drew it on paper.
my biggest problem is now is not the missing transition between certain biomes, but the fact that a geometric uniform distribution doesn't seem to work.

all other mapgen mods i have seen so far also use asymmetric biome distribution, and now i don't know how to decide which ones shall be more common than others...
my last hope is the x- and z-limit that i read about somewhere. if that feature actually exists, i could separate biomes based on world coordinates and have the map that i wanted.

EDIT:
i'm stupid.
i had a solution all this time and failed to notice it. i'll keep the square-grid pattern and define the same biome on multiple points to get the desired shape.
this should also allow for more variation and better transition at biome borders.
building inspiration: viewtopic.php?f=3&t=15550 --- my game: viewtopic.php?f=49&t=15860 --- =(^.^)= nyan~
 

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Re: building a game from scratch - Sol Aureus

by firefox » Sun Feb 23, 2020 14:17

i'm onto something...
setting biome points every 20 steps i've got 36 horizontal biome points.
recycling my older ideas, this creates 9 biome groups with 4 biomes each.

basically this is a more detailed version of my previous work, which now can fit in all my ideas (and more) thanks to the niches created by dividing the 9 biome groups into smaller areas.
too bad i deleted everything out of frustration...
building inspiration: viewtopic.php?f=3&t=15550 --- my game: viewtopic.php?f=49&t=15860 --- =(^.^)= nyan~
 

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