I saw a really awesome render of some rocks the other day and was inspired to see if I could recreate a version of my own of some rocky terrain so I made this little scene. The scene was modled, rendered and composited in Blender 3D. It is a very simple scene and made just for fun in a couple of hours. The rocks are all subsurface cube objects that I run a noise displacement map on using the world coordinates. This allowed me to just make instances of the cube and drag them around the scene to get different rock shapes. Some of the rocks needed to be scaled to get some more size variation but that is pretty much the only thing that is different about them other then their positions. It was actually really fun to just move the cube around the scene and watch these random rock shapes form. After the layout was done I added in some particle grass to break the ground up. Not enough time was spent on the grass so it looks pretty bad but at the time it did its job. After rendering there was a quick color correction pass using the compositing nodes in Blender to bring in a little more red into the shadows and some other slight effects such as a soft glow.
The level generation system in This Is Dungeon uses a few different ideas to produce the final levels but I'm just going to go over the first right now. Levels are generated using the Dungeon-Building Algorithm by Mike Anderson . This algorithm is very simple to implement and gives really good results. The levels generate very quickly and the player is guaranteed to be able to reach every room of the level. random dungeon no choke point. After playing around with the generated levels in game I started wanting to be able to break the map up into multiple sections. Since the features are built one at a time from a previously built room I realized I could just tell the generator how many sections I wanted to break the map up into and divide that by the number of rooms it was trying to generate. The result being the number of rooms that should go into each section. With that info you just keep track of the rooms already built and when tha...

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