I decided to write my own level editor using roguelike algorithms the player manually can input the conditions.Like a procedural tilemap editor.Would anyone here be interested in such tool for their board gaming or /tg/ fantasy maps?
>>94397628Pretty cool! a generic tile map isnt that useful, but if you wanted to advance the tech a bit there are some niches that are worth looking into. a map editor which had an auto-tiling system to decorate floors and walls would be interesting. Land maps traditionally use a hexgrid but dungeon/battlemap painters always seem to be complete shit with hexes, so swapping it over to either type could be useful
Not exactly what you're describing, but something that I've thought should exist for a long time (and would probably be relatively simple with modern image filter technology) is a program to convert images into maps.Basically overlay a grid and then subtly alter the image so that each square/hex on the map is clearly one thing (so you aren't really in doubt about whether a given space counts as a tree or grass). When I originally came up with the idea it would have required the user to draw the map themselves and then a similar map would be generated, but I bet that such a program would be relatively simple nowadays.
That could come in handy for some wargaming campaign purposes, don't know about RPGs as I tend to either leave it very vague or put something together myself, but good idea.
>>94397628ooh what algorithms did you use?and what rendering?I did something with raylib and C++; (then again I also could've had an easier time using Java with a swing frontend)
>>94397873pretty sure I could export the map into a JSON, then anons basically could code whatever they want with it.>>94398023Actually that's how terrain maps works.You can do that with a grayscale picture then check every pixel rgb value and then write some parser to translate it into your map information.It's closer to how shaders work.>>94398570yeah, a friend told me it looked like wargaming maps.>>94398686So far I made the following.One algo which does a rand_range check and just iterates multiple times to turn on the tile.Another which is similar but adds 0.2 then a thresshold check to turn them on.And a simple random walk algorithm, with the ability to skip a certain interval, or random chance to turn up a tile.It's actually pretty fun.
>>94397628Unironically >>>/vrpg/
it looks neat
>>94397628Hi cris!
>>94397628>>94407133kek its 0n i just realized you're right