Saturday, January 28, 2012

Level generation by creatures

Since I plan to have a working ecosystem, digging out the levels is a continuous process that is done by creatures rather than by a level generation algorythm. Towards that goal I tested out several digging behaviors.

The first I behavior, I call dwarves, is really two sets of behavior. the head dwarf digs long straight tunnels an occasionally changes direction. The secondary dwarves occasionally place doors when they are about to enter a larger space, and also dig away corners that are not next to doors. This builds a room and corridor like map with only local knowledge.


A second set of behaviors I call Ants. It makes sure that certain tiles ahead and to both side of it are occupied by walls. This makes it leave islands of unexcavated material behind.


Finally because it was so easy, I implemented a maze digging creature. It can only dig into tiles that do not create a new connection.

Because different layouts effect hunting effectiveness and what kind of plants can grow, the digging creatures that are on a level really effect the types of species that survive on that level and therefore it's resistance to invasion.

Friday, January 27, 2012

A game I would like to play

I have a rather bad habit that prevents me from enjoying most computer games. When the game gets slightly hard or uninteresting I start to wonder if maybe there is something better to do.
Strangely, I really enjoy hard and sometimes pointless activities like draining puddles, programming, and drawing endless numbers of lofi sprites, but when a computer game gets hard in the wrong way, I feel betrayed, as if the creator is unnecessarily hindering my job. The only games that never make me ask this, are games like manufactoria or tribble breeder, in which I get to build a somewhat open ended thing, possibly because I feel as if I make something real in the game, and am not just stuck in a sisyphean fight.

I would like to play a game where the world interacts with itself and I am so weak I can only try to set off each part against the other to get where I want.
I would like to play a game where I can automate the parts I know how to do freeing me from micromanagement and letting me enjoy watching a well automated game.
So for the seven day roguelike competition I would like to make a game that allows you to farm.
Managing the area to get the most of what you want out of the complex ecological relationships is my idea of fun.
Automating this management where possible seems even more fun, and so a game that allows you to gradually build a system to exploit a dungeon ecosystem is a game I would really enjoy.