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Deep Rock Galactic preview: A Rock Group that Knows How to Have Fun
Deep Rock Galactic gives as much variety as can be milked from the game’s admittedly limited premise. Some excellent design choices mean there is always more than one to mine a planet.
CO-OP, Deep Rock Galactic, Procedural-generation
Revived the map-generator of my old prototype, replaced the old crappy triangulation lib with a shiny one (Poly2Tri if you need to know). Map is pretty basic still, but a good base to start the strategic map mode from.
How to do procedural placement?
I've been tinkering with the map generation and its content - more specifcally, the last days, how to do asteroid field with a nice 'spread'.
So what do you see here? Well from top to bottom, left to right:
Generated map with depth levels
Areas identified and assigned semi-random purpose according to their properties (asteroid field, gas clouds, turbulent streams, and more) Some location spotted for bases/'nests'.
Asteroid fields (the grey areas from last pic) all get a procedural height-field overlay, courtesy of LibNoise and its Unity port, which was in turn derived from the XNA port. (gotta love open source) The field is a 'RidgedMultifractal' preset.
The fields
Zoom in to one height-map (these are only for debugging purposes)
Filling in one field, with a very simple placement method - pick random points in the zones and if height > 0.5 (on a 0-1 scale), place a roid (initial size of roid dependent on height). Scale it down if it collides with an existing roid.
Took a little while to get all the transforms right in mapping map coordinates to unity coordinates to noise-field coordinates. Can tweak further, but pleased with the initial results so will let that go for a bit.