City Generation
Posted: Tue Sep 07, 2010 2:45 pm
Right now production is being held up by me trying to figure out the best way to make the maps.
To get the detail I want I think I'm going to try using tiles. Any city generator we make needs a lot more guidance than the average landscape creator because of how much detail we expect from a city. So here's my current plan.
To get the detail I want I think I'm going to try using tiles. Any city generator we make needs a lot more guidance than the average landscape creator because of how much detail we expect from a city. So here's my current plan.
Thoughts?1. The game looks at an street map file that may or may not be randomly generated. It looks something like this:
A more blown up example [of a different map]:
Each one of these streets is a representation of far more tiles. A '+' might actually be a block of tiles like:
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--+--
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These streets do not contain sidewalks, curbs or anything, but asphalt.
2. The game then calculates the space in the open plots.
3. All available premade tiles for this district/theme that fit the dimensions of the plot will be gathered and one will randomly be chosen.
A plot tile might for a suburban house might look like:
4. The plot tile is randomly rotated and placed to fit in the plot, in game looking like:
5. The plot is filled with whatever random elements it comes with (random litter, trash cans, doodads)