Generate random sandbox world (Terraria style)

0 favourites
  • 7 posts
From the Asset Store
Easily generate many levels from a set of pre-built scenes (Construct 3 template)
  • Hey!

    How could I make the game to generate a random Terraria-style world?

    I mean: A large surface with different capes like grass, dirt, and so on.

    I already know the basics to make a character,

    walk, stand, jump, animations, and so,

    so now I need a world, and my idea is to make a sandbox game.

    Is it posible?

    Thanks!

  • No one knows how to do this? I am really needing to know this to!

  • You will have to learn Arrays.I am making a sandbox style game with construct 2 and let me tell you one thing,Arrays are your best friend when making sandbox games.Look around in the forums searh for some capX examples,they are buried deep in the threads.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Arrays are your friend indeed. They will make your life easier in almost any kind of game project (surely not exclusively sandbox games :).

    Also generally useful in terrain generation are noise functions. Coincidentally I just released a noise plugin (perlin and simplex), maybe you should have a look: noisejs plugin

  • Hello. I am intrigued if it's even possible to use construct 2 for this. Not so much the generation of arrays, but the fact that the world could be tends of thousands of blocks big. If you coded this in XNA or similar, you'd only render to the screen what is relevant.. but AFAIK construct 2 puts everything in memory. Or does it?

    Can a c2 dev explain if a game to the scale of terraria, with perlin noise generation for caverns etc, would even be possible?

    Curious because I'm about to embark of development of such a game.

  • absolutely... i'm doing something similar myself. my main map is currently 30K squares. now everything does go in memory, but if my recollection is correct, what is off-screen, is not tested or rendered.. or something like that. however when it gets that big, there is a performance implication, especially when starting a layout as it takes some time to populate all of that.

    what I have done is dynamically switched between large tiles and small tiles, depending on what area is of most interest at the moment. that way I can reduce my tileset by a factor of 256 (in my case). even with C2, you don't need to draw the entire world at the one time.

  • Lots of people know how to do this....Try a good thorough search of the forums

    all of this was covered in great detail years ago

    there are hundreds of good examples and solutions that people have made

    you just need to dig them up

    This is why there is a search function...most of the people who built this stuff ages ago have moved on to other projects ..but the Topics are still there ....if you can dig deeper..no pun intended

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)