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Discussion in 'Works In Progress' started by BFGames, Jan 5, 2016.

  1. BFGames

    BFGames

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    Last edited: Jul 22, 2016
    Mister-D and theANMATOR2b like this.
  2. SpookyCat

    SpookyCat

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    Looks very nice, great looking artwork. One small point on your Steam page, you have the release date set as March 2015 not 2016 :)
     
  3. BFGames

    BFGames

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    Oh lol, thanks for pointing that out...
     
  4. theANMATOR2b

    theANMATOR2b

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    Looks well polished and the artwork is very well done. It looks great.
    I just put in 2015 for the first time this year. Always takes a couple times to get used to the new year!
     
  5. BFGames

    BFGames

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    Update 1: Procedural levels

    The game largely consist of procedural generated content. Both levels and NPC's are procedural generated through each play-through.

    Our system to generate levels are 'agent' based.
    An agent handles a specific type of content and places it based on a rule set for a given content type. An agent will take everything in a level into consideration. That means that each agent could be run multiple times.

    An example is a Tree Agent, which places tree's in a level. Each tree is defined by a size, type, cluster chance, max and minimum cluster number, distance to houses and distance to infrastructure (roads, train tracks etc). Based on these numbers it will randomly try and fit it into a level. So if a tree with a high cluster chance is chosen for the level there is a big chance that it will be clustered together with already placed vegetation in the level. But to what cluster and if it will cluster at all is random. Distances to certain types of content is added to make sure we dont get a tree placed on top of a road or river as an example.

    We use around 10 different agents in Kim, and it is very important in which order you run them. The infrastructure agent should always run before most else as its hard to fit elsewhere. Besides that you can run an agent multiple times. The first tree agent might be run early and got a lot of space to choose from, where a late tree agent would be used to fit in content at larger open gaps in a level as they could only fit those based on the distance rules.

    All the rules a put into a google spreadsheet (connected directly to our project) so our designer can change the rules without having to add any code.

    Hope this gives the basic idea of the system.

    Here is a few screenshots of procedural generated levels.







     
    Last edited: Jan 8, 2016
  6. Haagndaaz

    Haagndaaz

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    The way you procedurally produce the levels is intriguing, I'd be interested to see a bit more in depth into that :)
     
  7. BFGames

    BFGames

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  8. BFGames

    BFGames

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  9. BFGames

    BFGames

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  10. BFGames

    BFGames

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  11. BFGames

    BFGames

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  12. BFGames

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  13. BFGames

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  14. BFGames

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