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Hello, I'm Pawlost!
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I'm a new programmer in the Star and Serpent dev team, and I'll tell you a little bit about my work.
- Feb 21, 2012 Tales From Space: Mutant Blobs Attack is a side-scrolling puzzle platformer about an ornery mutant blob. MAC; NS%gameName% Get the latest news and videos for this game daily, no spam, no fuss.
- Aug 06, 2012 Character must reach the goal by negotiating the maze, collecting something I remember as an etheral blob (ghost??) along the way. Sometimes the stepping stones disappeared when walked on so you couldn't retrace your steps. Can't remember the platform, but most likely it was a downloadable computer game, mac compatible.
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Jun 02, 2016 The home for gaming on Mac machines! Here you'll find resources, information, and a great community of gamers. Please make use of the search button before asking questions, many have been answered already and it'll save you time! The macgamestore app is a good way to check if your machine will run a certain game. Some Standard Rules.
I've been working on Weltschmerz, our world generator, which generates terrain types and elevation. The word Weltschmerz is German and literally means 'world pain' (the sort of feeling someone experiences who doesn't believe that the physical reality can satisfy the demands of the mind).
First milestone was creating a heightmap using the excellent modular Joise noise library written in Java. Joise supports all kinds of noise algorithms ranging from 2D, 3D, and 4D to 6D noise and is derived from Joshua Tippetts' C++ Accidental Noise Library.
The first map looked similar to this image:
After that was done I used Fortune's algorithm to generate Polygons.
I changed the border vectors of the polygons so I could create Java Swing polygons with color. At first the only distinction between terrain types was land and water:
Then I added a shoreline, oceans, and random mountain blobs:
Then I created a tectonic plate simulation for generating proper mountains at the colliding edges of the tectonic plates:
And made the map seamless by sampling two 2D circles orthogonally in 4D for the XY and ZW planes. We sample in a circle to ensure the data is periodic.
We needed support for HOCON for easy configurability and generation options, so I implemented that quickly.
The config allows us to experiment easily with more detailed and varied maps.
Unfortunately, because the polygons were too random we decided to change the map generation, and I had to refactor some ~30% of my code. We are now using rectangles instead of polygons:
The above image shows the current state of my ongoing work.
I am also debbuging Terra. There are a lot of difficult bugs to squash, but it is also very rewarding when you get things fixed and see the results.
So far the best terrain I've actually generated by using Terra is a huge 'Minecraft' block for debugging :D Now that the worst Terra bugs have been fixed in our generation branch I still have to implement a converter for the world generator 3D data to 1D Terra array data to actually experience the terrain in the engine.
See you later. Cheers!
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- Pawlost
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PS. We are looking for more volunteer coders to help us -> Indiedb.com (Still looking, even though the post is old).