Are you a geeky DM?
Are you planning an awesome and full of adventure DnD session for the weekend?
Did you search for a decent map over and over but couldn’t find for your liking or want to create your own map but you cannot even draw a stickman?
Worry not, adventurers!
Today I’m excited to announce our finished generator!
We are going to release our new generator, Forest Map! With this generator, you can generate rock, dirt, water, and forest on the map and send your characters to an awesome and misty forest (or steep and rocky hills, with lots of water, or a desert, it’s your choice).
Some things I’ve done with this generator:
You can create your maps with adjusting parameters of water, rock, and forest! I really hope that you’ll enjoy the map!
Stay in Tune!
Hello all! This week has been quite busy! We are almost releasing our new generator but we still worked on for a few things.
First of all, we saw that the forest generator had some un-natural looking. When we use Perlin noise by Fast Noise, we had “blocky” results, like this:
In order to prevent that, we tried to make it more “fractal” and added parameters to adjust the noise’s octave and lacunarity setting. But before that, I should show a little glossary.
Frequency means more elements in the map. Think of as zooming in and out of the map, when you zoom, we have less frequency, therefore, you see less element. Zooming out, you can see more of the map, more trees more water and mountains etc.
Octave is the sum of different frequencies. Octave makes the map busier and makes it more natural. Like in this example, we add different frequencies and in the end, we use the result.
Lacunarity determines how quickly the frequency increases with each octave. This leads to elements get more crunchy and fractal.
But we did not rest here! We tried different noises in order to eliminate these blocks and we tried the Perlin noise from different libraries.
The noises are (in order): FastNoise, Unity and LibNoise Perlin noises. They have the same frequency and the same octaves, although LibNoise has more fractal results, meanwhile FastNoise have more blurry results. But in LibNoise and in FastNoise we can adjust the noises’ parameters(octaves, frequencies etc.) with their built-in functions. On the other hand in Unity’s Perlin Noise does not have them. Also, the libraries have more built-in noises such as Simplex, Value, Cubic etc. That makes them more superior than Unity.
When I read about Perlin noise’s blocky/horizontal results, a couple of people had this issue, even Minecraft had this blocky result on its maps.
According to my research, Perlin noise’s nature allows such results and people needed to have some precautions in order to have more natural terrains.
Next week I will implement a solution to this issue and hopefully publish my generator on ProDnD!
Stay in tune!
Hello all! Today I finished Forest Generator! But before finishing it, I’ve encountered with bugs that are caused by unimplemented tiles. After implementing Dirt, Tree and Water tiles to the respective tile databases I can show my end result:
The used noises for this map: Value Fractal, Perlin and White Noise. Lots of noise, right?
Value Fractal is used for elevation of the map. Higher values represented as Rocks, meanwhile smaller values are dirt, forest, and water. But I needed to use Perlin and White Noise for Forest areas. I wanted Forest to be independent of other areas and also wanted to be able to adjust its coverage of the map without worrying of rock and water percentage. White Noise is used for the crunchy look of Forest.
What I learned from this generator:
- I can use multiple noises at once in order to add some spice (variety) on the map. This is useful if you want to adjust a certain element independent of other map elements.
- Learn your environment. Study the project and act according to the system. Whatever you use, first of all, study and ask what is going on in this project. I had difficulties with tilemap system and turns out I had to correctly initialize newly added tiles in order to use them and integrate them with the map.
I hope I can continue on delivering new generators to you.
Stay in Tune!
Hello all! This week I spent my time more on adjusting the variables of the map earlier I was working on, and I produced more noises, thanks to FastNoise library.
Here you can see the results with different scales and different noises:
These are the results and I tried to get a result with Fractal noises (for water and rock) and white noise (for forest):
The parameters should be adjusted as well, but in my opinion, these parameters look good. The real struggle is that in Unity’s Perlin Noise the results are positive numbers while in Fast Noise the range for the noise is between -1.0 and 1.0. There are negative numbers to work on as well, so I extended the parameter range according to this. Finding the exact map that suits my taste is kind of hard thing to do but not impossible.
I’ll be updating you when I experience an Evreka moment 🙂 an I’m really eager to release this map with a river added!
So stay in tune!
Hello all. This week I studied lots of noise theory for making the new map called “Road with River and Forest”.
When I started to the making the map, I figured out that I needed to apply more advanced noises, like Perlin Noise. Noise is created when we assign a number to a map tile between 1.0 and 0.0. 0.0 is black while 1.0 is white. The Perlin noise looks like this:
I consider this map as an elevation map. White areas are highest points while black areas are the smallest. Think of mountains, hills, valleys, water etc. Also, Perlin noise tends to give the exact same result, so I need to adjust the frequency as well as adding some X and Y offset to give it a “pseudo-randomity.”
And when I apply this noise on the map:
Quite good. But not enough. This is just Perlin noise and wanted to try some other noises as well. This was Unity’s Perlin Noise, so I searched and found a library called FastNoise. I implemented its C# version and got several results:
The water, dirt, and rock percentages are different from each other. I will continue to adjust the noises and try to create a normal habitat that is straight out of Mother Nature, and also fun to play with.
So stay in tune!
Hello folks! This week I was working on “Road with a River and Trees” generator. But before that Erhan and I wanted to make it more spicy and colorful at the start. We wanted to add different tile types and make it in such a way that you wouldn’t need to change the theme and use it with colors already.
So, for this purpose, first I need an excel sheet. Tileset system works on .csv files that hold IDs, names, and tags for the tiles. According to this information, the tile system generates a class that holds them as new tile objects.
The new tile I wanted to add was Forest. It will be used for creating random trees on the map.
When the .csv file is imported, the new tile will be seen like this on Inspector:
Now the new tile file is present in Tile Definitions and Tag Definitions on TileSetsDatabase scriptable object. This SO holds the tile variables, and they are accessible in code as well. All I need is to call a tile, I write like this:
But it’s not finished yet. Now I need to create an atlas for this tile. To do this, there’s a built-in atlas creator in ProDnD.
On this atlas creator, I need to select Forest in the list and choose the Forest tile textures from the Project folder. And when I did this I was able to create the result that I wanted:
As you can see, there are tiny little cutie green trees in the map. I hope I will be finishing this generator by next week.
Stay in tune!