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Kinyajuu

Fun Pimps Staff
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Kinyajuu last won the day on June 29 2022

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About Kinyajuu

  • Birthday May 10

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  • Biography
    I used to do normal business software design and now here I am working on an awesome game. Truly a dream come true for me. After many years and 1000's of games I can say that I see more potential in this game than most i have seen over my years of gaming.

    I tend to be quiet and shy as I don't like the spotlight; hence my avatar. :)
  • Location
    Undisclosed bunker somewhere on planet earth
  • Interests
    Playing games, from rpgs to fps and all in between. Game development. Physics. Algebra. For Science!

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  1. I will look into making these things more clear and possibly having a list of generated worlds so you can manage them in-game. I just added a New Game button to the generator so when you do find the one you like you can simply go right to the new game window with it selected. Should help a lot but I will still look into adding a manager.
  2. Never thought of this use case. Consider it done for A21. if(outskirtDistrict.Contains(",")) { string[] districts = outskirtDistrict.Split(','); outskirtDistrict = districts[Rand.Instance.Range(0,districts.Length)]; }
  3. Already way ahead of ya there A21 genned map contains these <property name="Generation.Seed" value="" /> <property name="Generation.Towns" value="Default" /> <property name="Generation.Wilderness" value="None" /> <property name="Generation.Lakes" value="None" /> <property name="Generation.Rivers" value="None" /> <property name="Generation.Cracks" value="None" /> <property name="Generation.Craters" value="None" /> <property name="Generation.Plains" value="6" /> <property name="Generation.Hills" value="0" /> <property name="Generation.Mountains" value="0" /> <property name="Generation.Snow" value="4" /> <property name="Generation.Forest" value="7" /> <property name="Generation.Desert" value="4" /> <property name="Generation.Wasteland" value="3" />
  4. The random setting would weight the terrain stamper to randomly select between plains, hills, mountains, rather than using the set weight.
  5. I live in Oklahoma. The outskirts of Tulsa and OKC are like this. Lots of farm land too valuable to turn into housing. So business try to set up where they can buy land and get it zoned. Afterwards, it ends up looking like this. Heck, there is a huge ranch in South Tulsa. The art bits aren't really an RWG based thing. The roads may get a grunge pass at some point just not at the moment. The level guys had to churn out a ton of POIs this round.
  6. Yes, but you can add as many new stamps as you want. It will also blend them together, so you might see some things that look kind of familiar but when you're on the ground it doesn't look at all the same and I've ran many many many seeds. Also, modders can add to the terrain stamps using png files, there is a base height level (r:32 g:32 b:32) and anything darker will dig down, anything higher will build up. Once I go over how to use our r16 format you'll even be able to define lakes at certain heights IN a stamp. It's really nifty. a20 (gold) RWG has a LOT more content driven design than any iteration before it. I'm very confident people will be happy with how it generates and modders will be thrilled at having a fairly easy way to build customized random maps. (looking at you, total conversion modders ;)) Anyway, I'm trying to avoid talking about the details too much on here. I'm super excited to show off / talk about everything and have a whole list of stuff that I'll be going over on the dev stream on October 13th (this week is the other programmers).
  7. Wait for tonight's stream. The level designers will be talking about new prefabs, tools, and such.
  8. I am going to drop a tiny bit of info since towns a tiles are being asked about. Custom townships are possible now, not just city, town, and country. We made an "oldwest" township that has street tiles that match that theme. In my dev stream in a couple weeks I will explain how that works and how modders can make custom towns using their own set of tiles.
  9. Even if what was asked isn't possible in the WAY they asked, what IS possible will likely be something they wanted and will give similar results. I will go into depth when I do the dev stream. I don't want to give away too much too soon.
  10. Nope, the towns are laid out in general tiles first, then the connections are built. It doesn't have any other function other than filtering out some prefabs based on rules in rwgmixer.xml. Now, you could abuse the rules to make sure that only certain ones spawn, but not on a per township basis.
  11. I don't want to say it was aliens but it was ALIENS
  12. 1. I leave a couple of the outer tiles with road exits with no tile beside them and then connect the highway to that for now. Later I'm hoping to do some kind of highway off ramp tile to make it look more natural. 2. With the exception of the above, yes, all roads will connect to other tiles.
  13. 1. We have a tagging system now for all prefabs so we're working on making sure two things of the same theme don't spawn close together. 2. So long as you make sure the exits line up like the roads do, yes. You would have to make sure you used all custom street tiles with the sewers built in though. 3. Basic options were given for the UI but in rwg mixer xml you can set the min and max tile count, that will control the overall size. 4. Nope, it has to fit in the tile in a POI Marker. 5. Yes.
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