Home of Ebyan Alvarez-Buylla

World Generation Breakdown

World Generation Breakdown

A large part of Dance of Death v0.6.136 was the addition of world generation. Although the world is little more than a large island at the moment, the results are rather satisfying, even considering that the current method of generating terrain is purely based on elevation. After experimenting with a number of techniques, I settled on this simple formula: 1) Generate Fractal Perlin Noise, 2) Multiply noise by a radial gradient, and 3) Apply terrain and water line. Here is the breakdown:

Neural Particle Deposition

Neural Particle Deposition

In developing an algorithm to generate nodes that are guaranteed to be within a certain distance of each other, I stumbled over this interesting distribution of particles which were initially placed randomly then moved near their nearest neighbor. I’ve dubbed this particle system “Neural Particle Deposition” on account of the organic, neuron-like shapes it produces. Take a look:

World Generation Teaser

World Generation Teaser

Happy 2013 everyone! Rather than risking going three months without an update, I figured I’d post some teaser screenshots of the world generation progress on my latest project:

Hymn Progress

Hymn Progress

Hymn, the low-fantasy conflict-management collaboration I’ve been slowly plugging away at for a few months, has enjoyed some progress since the first early prototype/concept screenshots I shared. Although it isn’t quite as far along as I had hoped by now, the following screenshots are a testament to its development:

In the Works: Adventurers

In the Works: Adventurers

I’ve codenamed my current project “Adventurers“, which, although somewhat telling of its theme, should give little away of its mechanics. Needless to say, adventurers will be involved, and there will be adventuring. It’s being developed in Objective-C and Cocos2d 2.0 for iOS, with iPad support from the get-go.

Goals for Version 0.7

Goals for Version 0.7

With the v0.6.136 release, Dance of Death began its movement towards a more wilderness-survival-centered gameplay rather than the dungeon crawling of traditional roguelikes. I loves me a good dungeon crawl, but what I can really sink my teeth into is an open world where your progress is only limited by your character’s skills. That, and post-apocalyptic settings.

Dance of Death v0.6.136 Released!

Dance of Death v0.6.136 Released!

Today, on the first Annual Roguelike Release Party, I am honored to bring you the latest update to Dance of Death, version 0.6. This has been one of the longest iterations to date, implementing a number of major features focusing on world and wilderness generation. I am extremely pleased with the outcome of this version, and though I have my work cut out for me moving forward, feedback is, as always, very much appreciated!

Scaling Back Movement at the World Map Level

Scaling Back Movement at the World Map Level

The goals for the Dance of Death v0.6 release revolve predominantly around world generation, wilderness generation, and integrating these radically new features into the existing game. No small task, by any means, which is why I have devoted an entire version to this set of features, and also why I have made the decision to scale back on three non-essential items:

Goals for Version 0.6

Goals for Version 0.6

With version 0.5.102, Dance of Death reached a stable point and is ready for its next major features: the world map and wilderness. I definitely have my work cut out for me for 0.6, and though the goals list below is short, it is a meaty one.

In addition to wilderness generation, v0.6 will begin to reflect the results of a recent discussion in r.g.r.d. regarding gender bonuses and the social responsibilities of game developers at large.