Open DirectuX opened 4 years ago
Very important questions.
I think we need to settle down terms:
I understand gameZone as one square block of world (as in the Cornelius generator)
I understand gameZone to contain some sub-elements, such as obstacles, "enemies", friends :), pickable items, nature elements (leafs), varied flow zones
I then understand levelArea as single "level", composed of multiple gameZones - might be just a long river segment, or maze of rivers and lakes
Is the question related to gameZone or levelArea?
If gameZone is fragment of levelArea, I would presume we would set some high level goal for levelArea ("fast paced", with these and these items present, with these and these enemy types, ...), and each gameZone would then somehow reflect that.
Imagine minimalistic levelArea, which is mentioned as "fast paced", "boss at the end", "size: tiny"
It would probably mean generation of (for example): 10 sequential game zones, each with a bit faster flow, with boss in a small lake at the end.
(Very rough example)
The presence of boss at the end would automatically generate some items for player in previous gamezones, which, if picked, help him with the boss.
But that still means first gameZone will be very different than last gamezones creating boss lake.
Just thinking out loud, let me know.
Petr, I added a glossary on the btb main page (conventions). Here the question is about procedural gameZone by opposition to procedural map
The map generation is about where and what gameZones. The gameZone generation is about where and what tiles/items.
Here it is also about the previously talked just in time environment generation. Here it is also a hint to what is needed to be stored in the map
Thank you for updating the glossary, excellent idea 👍
I put this issue on my TODO list.
What can we find in gameZones? Before looking at specific objects, let's think about them as "elements with a purpose".
flow direction area --> some "debris" to visualize the flow would be nice
hard obstacle (can pose hit danger, in general a place you cannot go to) --> for example stone, branch sticking out of the water
static grabbables (thing you can grab by the rim to stop going with the flow) --> flowers (water lily leafs, ...)
dynamic grabbables (thing you can grab by the rim and flow with) --> loose leafs (they go with the flow, you can grab them, later in game even jump on them)
banks (hard obstacle of large size) --> we need to design the banks in a way they don't give player idea you can climb from water, maybe some sharper "cliffs"
These are just the environmental elements I can think of.
About banks :
Ideas for banks definitely fit perfectly. Thank you for the visualizations!
Following up on #32 How will / want we the gameZones be generated ? By example, what are the parameters requirements ?