Procedural Generation in GKC?

This has been on my mind for a while now.
Games like Terraria are 2D and can create unique worlds never seen before. I’m opening a discussion for this, if this can be solved, this could be revolutionary.

For those who don’t know, procedural generation is a system used in a bunch of roguelike or survival games. It is used to generate infinite worlds. Examples are Minecraft, Terraria, etc. It makes it so every world is different using Seeds. (I dont wanna explain seeds.)

P.S. I know it was done in Dig it Up

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So, essentially you want to know if you can make a random generation of worlds?

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So… before you add clay-institute can you explain more about what you’ve tried already, and if you’re planning on adding research then what preliminary work have you already done? Do you have a system?

If you want to make a Devices research topic, please put a good amount of effort in. People spend a lot of their time working on these things so making sure you have some stuff to give them at the beginning is important.

That’s one of those things that is probably never coming to Creative, but maybe.

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Yes, basically what Turtle said. From what I gather it would be possible. Also, you don’t have to research, but have some type of research or testing done so that it is easier for others to understand and work with. Just making random generations of worlds would be super memory consuming. Also, an infinite amount of them is impossible. However the random generation could work.

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Wouldn’t this would basically be a teleporter randomizer but with a button input on which world to go to.

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No, like generating the world genuinely randomly. Like for example randomly placing barriers but with certain parameters to simulate terrain generation.

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This is possible and in fact I am working on it as of now.
Still is development and still mostly in theory but I have a good feeling it will work.

Terrain I’m not sure on.

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Procedural generation in Dig It Up is actually used by the dev devices Procedural Terrain Zone Instruction and Procedural Terrain Zone. Unless we get access to this, it’s basically impossible to use Dynamic Terrain to create procedural terrain.

However, you could in theory use a trigger and create a block randomizer that generates a list of random numbers that is x long. Afterwards you could use this list to program something to mimic that terrain generation through a text device, pre-placed props, or whatever you desire.

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whilst doing this with terrain is out of the question (for reasons i find obvious), text devices and/or barriers can be used to make a barebones system (at least for the prototyping phase).

it would definitely be easier to make this either not interact with the player or in platformer if we want interaction

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Oh wow. Alright. I’m down for this.

Kinda what has been said, use barriers as a prototype. I do think this idea would be revolutionary if tested and perfected.

One question I have is do you want this top-down, platformer, or both? I honestly think it will be different for top-down than platformer.

The only problem with this is it would take a massive (THE LOW TAPER FA-) amount of memory to create.

Honestly, I like the idea, but right now, it will be REALLY hard.

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I swear I’ve linked this so many times.

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I agree with everything turtle is saying, and Dig it up?
I am pretty sure it was either a un-published feature, or like several different but identical maps.

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