Timeline for How can I generate random maps that feel like Age of Empires II random maps?
Current License: CC BY-SA 3.0
17 events
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Jul 23, 2018 at 10:22 | comment | added | Benjamin Danger Johnson | You could always email one of the original designers and ask a question. I took a design class in college from one of the founders Brian Sullivan and he was usually pretty helpful for questions about the game. I'm not sure if he programmed that part but if you tried emailing him he might be willing to throw in his 2 cents on how he did it.That being said, I think you are going to have to run some special logic on your maps to get the effect you want rather than using more noise. Things like changing those out of place biomes a to type that could fits the areas around it. | |
May 4, 2014 at 8:17 | answer | added | Storm Andy | timeline score: 4 | |
Mar 16, 2014 at 22:58 | history | tweeted | twitter.com/#!/StackGameDev/status/445333288761438208 | ||
Mar 11, 2014 at 3:32 | history | edited | spiffytech | CC BY-SA 3.0 |
As requested, was more specific about what I'm asking for
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Mar 11, 2014 at 1:43 | answer | added | Tim Holt | timeline score: 9 | |
Mar 10, 2014 at 23:23 | comment | added | congusbongus | aoe2 had a bunch of different map types, which affected its generator. You could change the number/size of land masses, types of vegetation, number/sizes of cliffs etc. This is too broad to answer in a single question, it's best if you narrow it down like "how do I randomly generate an archipelago" or "how do I generate an island with realistic placement of biomes" and so forth. | |
Mar 10, 2014 at 23:05 | comment | added | House | Remember to compare them to what you're currently creating. I think it's going to be very hard to make this question non-subjective. | |
Mar 10, 2014 at 23:00 | comment | added | spiffytech | OK, lemme go pull open my copy of AoE2 and grab some random maps to point to for examples/descriptions of what I'm looking for. | |
Mar 10, 2014 at 22:26 | comment | added | House | -1 Still too broad I think. You need to be specific about what "maps that feel like" means. Specific examples of what you're talking about are required to answer this question. Procedural generation, is more artistic than people often think it is. Art creation and perception is a subjective topic. Pick a specific thing you want to focus on and ask only about that. The scope of this question is currently very broad. | |
Mar 10, 2014 at 22:21 | review | Close votes | |||
Mar 11, 2014 at 22:58 | |||||
Mar 10, 2014 at 22:03 | comment | added | Trevor Powell | You posted that edit about ten seconds after my comment. Now that's service! ;) | |
Mar 10, 2014 at 22:03 | comment | added | spiffytech | @TrevorPowell After reviewing the guidelines for on-topic questions for this site, I've rephrased the question. | |
Mar 10, 2014 at 22:02 | history | edited | spiffytech | CC BY-SA 3.0 |
Updated question to be more on-topic for the site
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Mar 10, 2014 at 22:02 | comment | added | Trevor Powell | This question appears to be off-topic because it is asking for implementation details about a specific already-existing game, rather than about creating a game. | |
Mar 10, 2014 at 22:01 | review | First posts | |||
Mar 10, 2014 at 22:18 | |||||
Mar 10, 2014 at 21:58 | comment | added | Magus | I'm not sure anyone not on the original development team can really answer your question, but I'd suggest the seed is much lower than you'd expect. The seed almost certainly generates different maps per base map type, and including them all in any combination is most likely what allows it to reach 100,000. | |
Mar 10, 2014 at 21:45 | history | asked | spiffytech | CC BY-SA 3.0 |