Open ftomassetti opened 8 years ago
The format which is best to support is TMX and we can use a python library for that: http://pytmxlib.readthedocs.org/en/latest/
First experiments
Nice!
I can see this as being useful for game development. :)
Indeed: the format is used by so many libraries for all sort of languages so many games would be able to use our maps out of the box. In addition to that users get an editor to customize the map we generate. For example they could add cities and change the shape of a forest or add their own touch to the generated world.
I really think we should push on interoperability and finding tools and scenarios which can leverage WorldEngine.
Is this issue dead? I would love to see it completed.
Me too! :)
This issue was implemented, but it was not published, I should dig that old code... it would help if someone volunteer to help me polishing :)
If you have time to mentor me over the weekend, I can. I'm a lowly web developer by trade, though, so I may be a little slow to start.
I would be happy to, you can reach me at any time at federico at tomassetti.me or in this issue
Is there any news about it?
No, I created a prototype but then stopped working on it years ago
Thank, then I will do it ;). Not familiar with Python, so I will do the exporter in another language! Anyway, thanks for you work, it will save me a lot of time to generate a plausible map for my game
Happy you find it useful!
Regarding the exporter, I do have question about the generated world.
Ocean
have boolean, but plates
, water
have numbers from 0 to 1 and elevation
have integer from 0 to 12 (??).
I can not find in the doc any explanations. Can you point me somewhere so I can understand which array I should take into account to generate the map.
Any clues will be appreciated ^^
I am sorry but I have not touched the project in years, so I am afraid I cannot help. The project is unmaintained
Tiled is a well-known map editor (mapeditor.org). I think it would be great to have WorldEngine to be interopable with Tiled so that users can manually refine their generate worlds.
To do so we should: