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SkellySoul

Map Generation

3 posts in this topic

Hey, it seems like someone misunderstood my old thread.

I posted a game link yes, as a example, it be no different than me posting a game link in chat.

The only reason for posting the game link is because I want to recreate what they did.

All I was asking for is how do you create algorithm like the one that they used to generate a unique map that links together.

If you must know, my school project is to create a game and the said game just happens to be the challenge I am looking for but I was little confused of how they went about generating the maps and piecing them together like they do.

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SkellySoul,

Hey, it seems like someone misunderstood my old thread.

Or someone else did not explain it well enough! ;)

I am convinced and will reopen the thread so you can repost the URL and get help - I know there is at least one person out there who wants to help. :)

M23


Any of my own code posted anywhere on the forum is available for use by others without any restriction of any kind._______My UDFs:

Spoiler

ArrayMultiColSort ---- Sort arrays on multiple columns
ChooseFileFolder ---- Single and multiple selections from specified path treeview listing
Date_Time_Convert -- Easily convert date/time formats, including the language used
ExtMsgBox --------- A highly customisable replacement for MsgBox
GUIExtender -------- Extend and retract multiple sections within a GUI
GUIFrame ---------- Subdivide GUIs into many adjustable frames
GUIListViewEx ------- Insert, delete, move, drag, sort, edit and colour ListView items
GUITreeViewEx ------ Check/clear parent and child checkboxes in a TreeView
Marquee ----------- Scrolling tickertape GUIs
NoFocusLines ------- Remove the dotted focus lines from buttons, sliders, radios and checkboxes
Notify ------------- Small notifications on the edge of the display
Scrollbars ----------Automatically sized scrollbars with a single command
StringSize ---------- Automatically size controls to fit text
Toast -------------- Small GUIs which pop out of the notification area

 

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#3 ·  Posted (edited)

You first need to determine rules as constraints which will govern what is allowable for territiries. Things like minimum and maximum "surface", etc.

Then the territories in those maps are made up of hexagons. That is the grid on which you'll work. Select a convenient number of random points (for both camps), while rejecting new ones which are too close to old points, and also rejecting those which are too far from friend centers. Think of them as the centers of the future territories. Then "grow them up" following hexagonal expansion until their boundaries encounter.

If you end up with unwanted configurations, think about introducing more stringent rules for random points or for expansion. For instance you may want to also imagine you do the map creation for three camps (green, blue and neutral -- shown as unassigned white in the maps). This way can help avoid orphan islands and such bad maps.

Edited by jchd

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