a constantly changing world

cubover 9 years ago

ive been playing terraria a lot lately and one of its fatal flaws is that each world is limited, and once dug up stays dug up. trees grow grass grows and corruption spreads, but tunnels still carve up the world, crystals remain broken, and chests are still looted.

help me think of a way to create a constantly changing world. this isnt for terraria just ideas for my own projects, i want to make a world that's always somehow new and different

at the same time, certain custom-built structures should be able to be protected from change, like by using certain materials or placing "wards" that prevent change in a certain area, but then how would the area around it change to fit that area? would it be a floating chunk outside of spacetime? what do

Petition
these are the questions we need to ask
4 signed
i fully support figuring out this thing we're talking about
deleteddeletedover 9 years ago
okay,, sorry
cubover 9 years ago
ollie
cub
ollie
and you can maybe figure out how to implement them if you want
thats the whole point of this
smh how am i supposed to help u if i dont know your process for making games
i used terraria as a basal context although this can apply to anything if you can explain the application

you dont need to know my "process" you just have to know how to apply your ideas, thats the hard part which is why i made this thread

ideas are easy making them work is not
cubover 9 years ago
i dub this concept the tunnel snakes method
deleteddeletedover 9 years ago
cub
ollie
and you can maybe figure out how to implement them if you want
thats the whole point of this
smh how am i supposed to help u if i dont know your process for making games
like i said, animated objects, collider areas changing. i dont know much programming for games, so i probably cant help i guess
cubover 9 years ago
i illustrated worm tunnel collapse



so the green blocks are "tunnel roofs," which can graphically represent the shaky roof of dynamic tunnels but more importantly signify to the program that these blocks should "fall" gradually in accordance with nearby "tunnel roofs" such that if there are fewer than like 3 blocks of tunnel roofs within the vicinity of the current one, it's designated as a "corner" and falls each "collapse" tick

so in the poorly drawn picture you can see the blocks begin to fill in at the corner and effectively travel inward until the tunnel completely fills back in
cubover 9 years ago
Christopherzilla
Giant sandworms that periodically and drastically change the underground environment with their movements.
im scribbling this down for desert worlds that would be really neat and like the trail could just fall back into place over time (generating sand/dirt blocks by "falling" without actually depleting above ground)
cubover 9 years ago
sl0nderman
What if meteors crashed into the world and left a crater but you could also collect the bits of meteorite left.
but riddle me this how does the land fill over the crater again

there's only so long until meteors stop falling or the world resembles rihanna
cubover 9 years ago
ollie
and you can maybe figure out how to implement them if you want
thats the whole point of this
Asheover 9 years ago
Christopherzilla
Giant sandworms that periodically and drastically change the underground environment with their movements.
BeetleJuice flashback.. pls
sl0ndermanover 9 years ago
What if meteors crashed into the world and left a crater but you could also collect the bits of meteorite left.
Christopherzillaover 9 years ago
Giant sandworms that periodically and drastically change the underground environment with their movements.
byeshireover 9 years ago
I wanted to give you an answer but I don't play terraria. Just growtopia.
deleteddeletedover 9 years agoedited
mm i dont know, i havent worked with pixels. but there are just some ideas and you can maybe figure out how to implement them if you want. my only knowledge is rpgmaker. above the tile you can add more objects, and you can add extra rocks there, or anything that you want to be changeable. im not sure what you mean honestly
even with the tile you can make different tilesets to have the effect of, for example, smoother rocks or sinkholes.

(i was also thinking that the "smoothing down" thing would be an animation; i guess i wrote the list with animated objects in mind)
cubover 9 years ago
but how do you make it happen

and what do you mean sharp rocks smoothing down
in the framework of a tilebased grid there are no sharp rocks and i dont know what other framework you could be working under
deleteddeletedover 9 years agoedited
so you want to make it as if time is running faster than reality, and you can actually see the change in the terrain? like shifting tectonic plates, sprouting plants/forming gems ect? or if it's magic, the world just has kind of mind of its own? thats pretty cool
i'd say just animate every object to have sprouting/decaying frames, and let them spawn randomly. here's some ideas:

- sinkholes. causes: erosion from derooting plants/trees, removing groundwater.
- wildfires. natural ones are good. after a while, secondary succession begins, and a new forest grows again.
- plants and moss growing near sources of water, even if you create those sources yourself.
- volcano eruptions. could be deadly, but spawns beautiful minerals. oh! there's also a bunch of different types of volcanoes and types of eruptions, you might want to look into that, too.
- frost weathering. water seeps into rocks and when they freeze during winter, cracks in the rocks form. moss can grow out of these cracks as the ice thaws.
- glaciers. self-explanatory-- they move and reveal freshly weathered rock in their wake, freezing the land wherever they go.
- water flow weathering rocks. if you create a waterfall or river, the sharp rocks in the river's path will eventually smooth down.
-fungi. fungi are really cool, theres all shapes and colors and sizes; you can have them sprouting randomly, revealing new paths for a brief while.

that's all i have for now
(also might steal this idea in the future lmao)
Sishenover 9 years ago
i prefer gameplay
1
Platypopsover 9 years ago
Games today lack a magic erosion engine
1
cubover 9 years ago
im not talking realistic im talking f**king magic
1
Platypopsover 9 years ago
Games today lack a realistic erosion engine
cubover 9 years ago
and chests and stuff would like spawn and despawn as the ground beneath them shifts which would happen over the course of a long time but basically revisiting areas would always yield something new after a while
cubover 9 years ago


i drew this in ms paint you might think im high but this is an illustration of terrain "shifting" over time
1