Thanks for the interest, guys =)
giblit wrote: |
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Are you using SFML or what library? |
Yeah SFML. But I'll be doing most of the rendering with OpenGL directly in the actual game. Though for these test apps it's strictly SFML.
Also, that map is very large 25,000 x 20,000 |
I'm a sucker for big maps. Especially in exploratory games. Though really, 25k x 20k doesn't seem that big to me. The screen res will likely be full widescreen (1920x1080). So really this is more like 12x20 "screens" which is smaller than the map in classic NES Zelda.
The tricky part will be making the terrain graphics interesting so it doesn't get repetitive. But I have a few ideas for that.
are you going to turn it into several small maps then when you get close to a border load the next section? |
Basically yeah. It'll be broken up into sections and I'll only have nearby sections loaded. It'll load new ones on the fly so it'll be seamless.
Plus, this is just the overworld map. You'll go into "sub maps" for the dungeons and stuff. Though I'll probably use the same generator, just tweak the params a bit differently for each one.
Computergeek01 wrote: |
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Some colorization would be cool but otherwise the maps look great! |
Yeah this is just the physical map boundaries. Next hurdle is graphics. I actually want a sort of 2.5D thing where I'll actually have 3D polygons with depth for the walls. (Which explains my recent questions about smallest enclosed circle
http://www.cplusplus.com/forum/lounge/141261/ , and that 'starfield' generation
http://www.cplusplus.com/forum/lounge/141313/ -- both of which I will need to build the polygons the way I want.
We'll see how that works out.
Tell us, did you win an award for the fjords? (I couldn't resist the reference). |
The reference went over my head =x
I had to look up what a fjord was. =P