![]() ![]() I name this generation algorithm Concentric B, since there's an outer ring and an inner ring (of sorts). Finally, paths are constructed not only throughout the ring, but also between the C and M areas. Finally, there is a central area placed smack dab in the middle of the map, marked M for middle. We start out with a circle like before, but this time, we insert neutral areas between each player - the areas marked C above, for connection. "Sands of Conquest" sports three players and seven areas. That's pretty straightforward at this point, so let's move on to a more complex connection algorithm. The starting areas are laid out in a circle, named here 1, 2, 3, 4 - and then it connects 1-2, 2-3, 3-4 and finally 4-1. The least complex of them all I named Simple, which you see above - it simply connects all starting areas with their neighbours. Let's see Simple take on a four-player map, here named "Tumbleweed".Īs stated, the Simple connection algorithm connects players with their neighbours. To start with, I defined several different connection algorithms, which would take in a number of players and then spit out a line graph like the one you see above. There are two player starting areas and a connection. Here you see the final result of the generation algorithm alongside its symbolic form, here for the map "Duel". On the very broadest scale, a Hero's Hour map is made up from areas and connections. A whole 'nother devlog could be written about auto-tiling and such things - but this is focused on the more large-scale stuff. I am of course using the great graphics offered by. ![]() When working on map generation, it's a great idea to have your graphics ready ahead of time. Adventure object placement and maneuverable paths.Symmetric areas for each player in the game. ![]()
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