Author Topic: Procedural tiles  (Read 11183 times)

Krice

  • (Banned)
  • Rogueliker
  • ***
  • Posts: 2316
  • Karma: +0/-2
    • View Profile
    • Email
Procedural tiles
« on: May 05, 2014, 09:36:12 AM »
I've toyed with this idea so long that I think it's time to try it. I have a plan to use 32x32 tiles with 2x2 or 2x4 (tall) atomic parts to create tiles. Those parts can be stuff like ground, pebbles, grass, sand etc. Then using those parts it's possible to create a set of tiles. Dividing 32x32 tile to 16x16 with 2x2/2x4 atomics is easier and still small enough with variations to types of atomic parts. There is an endless way to combine atomic parts, but the tileset should stay reasonably small to keep memory consumption low. With atomic parts it's easy to create in-between tile types with different terrain and I also like the idea that you only need to draw simple stuff and build tiles from them which reduce the tedious work of drawing tiles.

I don't think I've ever seen this in any roguelike game, but I think it's an idea that has been discussed before.
« Last Edit: May 05, 2014, 09:39:16 AM by Krice »

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
Re: Procedural tiles
« Reply #1 on: May 05, 2014, 02:01:03 PM »
I think some sort of combining is going on in DCSS and ToME 4.

Eudoxus

  • Newcomer
  • Posts: 20
  • Karma: +0/-0
    • View Profile
    • Email
Re: Procedural tiles
« Reply #2 on: May 05, 2014, 02:49:09 PM »
You should consider Wang tiles.

Krice

  • (Banned)
  • Rogueliker
  • ***
  • Posts: 2316
  • Karma: +0/-2
    • View Profile
    • Email
Re: Procedural tiles
« Reply #3 on: May 05, 2014, 09:34:57 PM »
I think some sort of combining is going on in DCSS and ToME 4.

They're combining stupidity to bad gameplay.

Krice

  • (Banned)
  • Rogueliker
  • ***
  • Posts: 2316
  • Karma: +0/-2
    • View Profile
    • Email
Re: Procedural tiles
« Reply #4 on: May 05, 2014, 09:35:30 PM »
You should consider Wang tiles.

How about Dick tiles.

guest509

  • Guest
Re: Procedural tiles
« Reply #5 on: May 05, 2014, 10:11:46 PM »
Wait...Krice just beat me to a joke!  :'(

chooseusername

  • Rogueliker
  • ***
  • Posts: 329
  • Karma: +0/-0
    • View Profile
    • Email
Re: Procedural tiles
« Reply #6 on: May 05, 2014, 10:36:46 PM »
Wait...Krice just beat me to a joke!  :'(
It barely qualifies.  Perhaps you both like them limp..

Krice

  • (Banned)
  • Rogueliker
  • ***
  • Posts: 2316
  • Karma: +0/-2
    • View Profile
    • Email
Re: Procedural tiles
« Reply #7 on: May 06, 2014, 05:29:34 AM »
I might go as far as combine height map generation to soil type which then can be used to growth rate for (small) plants like grass, also checking out nearby tiles in case there is a transition from let's say regular ground to sand (beach). I don't think it's too heavy, just some light simulation stuff.

The height map would dictate the types of tiles generated. I think it could be used to generate "realistic" tileset (much less plants, more rocks and possibly other type of plants/mushroom) in underworld levels, just by using height and possibly sunlight condition in the simulation.
« Last Edit: May 06, 2014, 05:36:14 AM by Krice »