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Re: Golden Harvest

Posted: Sun Dec 08, 2013 12:22 pm
by VividReality
Crap, I was in the understanding portals were disabled until they worked. Alright, just don't use them ;) They are a WIP and not working at all right now.

Sorry!

Thanks for trying though :)

I'll make an update soon with disabled portals.

[]

Posted: Sun Dec 08, 2013 12:55 pm
by bekey
-snip-

Re: Golden Harvest

Posted: Sun Dec 08, 2013 9:42 pm
by Nsmurf
When I press space on an empty chest:
:(
:(
Screenshot 2013-12-08 13.41.29.png (15.84 KiB) Viewed 4577 times

Re: Golden Harvest

Posted: Mon Dec 09, 2013 4:55 am
by Nsmurf
Also, would you care to explain how the map generation works? It's very good, although red deserts are a bit of an overpowered starting place.
Anyways, if you could give a brief explanation, I'd appreciate it. Thanks!

Re: Golden Harvest

Posted: Tue Dec 10, 2013 2:48 pm
by VividReality
I am aware that there are still some bugs, and the bugs that are noted here, I'll work on as soon as possible.

Regarding the difficulty of the game, I'd suggest to train either your strength or dexterity level on weaker enemies, like raven or cats. With a little bit of grinding it should be easy to become overpowered fast. Especially when you're wearing higher tier armor and weaponry.

Regarding the level generation, I've got 2 articles on my website showing how this works.

http://vivid.gamedevs.org/height-map-generator/
http://vivid.gamedevs.org/random-height ... continued/

I use the heightmap generator twice, once for the height, once for the temperature. And based on a formula between height and temperature I set the environment. This is how you get ... what Minecraft would call biomes.

It's my own invented weird little world generator. It doesn't make too much sense maybe. Either way, what I did after that was making a diamond shape with some function I don't recall, which made the world more like an island.

[edit]Oh, yes, to make the island I took the math.abs(xth - witdh / 2) + math.abs(yth - height / 2), this makes some sort of pyramid grid which I multiplied over the world, so it became an island.

I hope this helps.

Re: Golden Harvest

Posted: Tue Dec 10, 2013 9:21 pm
by Nsmurf
Thank you! :awesome:

I might use this in a game of mine soon, if I do, I will be sure to credit you.

Re: Golden Harvest

Posted: Wed Dec 11, 2013 9:34 am
by Germanunkol
VividReality wrote: Regarding the level generation, I've got 2 articles on my website showing how this works.

http://vivid.gamedevs.org/height-map-generator/
http://vivid.gamedevs.org/random-height ... continued/
Awesome - thanks for sharing the ideas!

Re: Golden Harvest

Posted: Sun Dec 15, 2013 3:17 am
by Grubby
VR,

I haven't' tested this yet, but please don't give up on this game/simulation. This kind of genre is rather bleak these days. Pretty 3d graphics don't exactly make a game. It's always the "stuff" under the GFX that counts. And be sure to add sounds [By default] to any and all actions within the sim -> Would indeed stand out from the rest.

Re: Golden Harvest

Posted: Mon Dec 23, 2013 12:52 pm
by mistersatch
VividReality,

Great job ! I like it. So, if you need some help :p

Otherwhise, i have a little warning, but i don'k kow what this mean :
Warning, quality setting failed! (Result: buffers: 0, samples: 1)

MisterSatch

Re: Golden Harvest

Posted: Tue Dec 24, 2013 12:19 am
by Jasoco
mistersatch wrote:VividReality,

Great job ! I like it. So, if you need some help :p

Otherwhise, i have a little warning, but i don'k kow what this mean :
Warning, quality setting failed! (Result: buffers: 0, samples: 1)

MisterSatch
It's nothing to worry about. It just means your video card didn't support a certain thing that's not really important and is therefore reverting to default setting. It's not an error. It happens when you try to set FSAA to a count that the users card doesn't support.