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more interesting terrain gen #3

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MaxBittker opened this issue Mar 31, 2015 · 3 comments
Open

more interesting terrain gen #3

MaxBittker opened this issue Mar 31, 2015 · 3 comments

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@MaxBittker
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currently, the only terrain gen we're doing is digging out openings around sugar deposits. this looks good, but the only strategy implication is that it makes it easier to find sugar, in a fairly translucent way. After seeing this this image again, I think it would be neat if there were some very minor natural tunnelish openings that smart ants could use to their advantage to save themselves digging. A few different algoriths for terrain generation would be easy to test out. Other optional terrain features could include variable soil density or tough stone, variable sized sugar deposits, you name it. Anything that was too exotic and required a ton of special casing for players would be bad

@jpittis
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jpittis commented Mar 31, 2015

Erik and I discussed this over a Lazy breakfast. We'll try to get some interesting caves going. Keeping it symmetrical is probably a good idea though.

@mystor
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mystor commented Mar 31, 2015

I really want to make sure that we keep the basic simplicity of the game
intact. I think caves are OK, but I definitely don't want to make the game
crazy compex to get a basic AI working on, and there are definitely some
changes we could do that would do that.

On Mon, Mar 30, 2015 at 11:17 PM, Jake Pittis [email protected]
wrote:

Erik and I discussed this over a Lazy breakfast. We'll try to get some
interesting caves going. Keeping it symmetrical is probably a good idea
though.


Reply to this email directly or view it on GitHub
#3 (comment).

@jpittis
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jpittis commented Mar 31, 2015

One thing is adding caves might not suit the current map size.

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