Fixing the asteroid generation in my space mining game
ฝัง
- เผยแพร่เมื่อ 6 มิ.ย. 2024
- WISHLIST Star Mining Co. on STEAM:
store.steampowered.com/app/25...
Minecraft terrain generation video: • Reinventing Minecraft ...
In this video I go over the techniques I've used to generate the asteroids in my space mining game. I use Voronoi cells to create clumps of basic materials, and then use remapped perlin noise to carve tunnels into the asteroids.
Originally I used random walkers to add ores and precious materials but these looked pretty bad to me, so I swapped over to creating little clusters of circles which I think looks a lot better.
Let me know what you think!
If you want to see the origins of this game, check out the original (cringey) devlog here: • Using shaders for terr...
Follow me:
Twitter: / barneycodes
Reddit: / barneycodes
Support the channel: www.youtube.com/@BarneyCodes/...
Chapters:
0:00 Why original asteroids are bad
0:58 Voronoi cells
1:29 Ridged perlin noise tunnels
2:07 Ore clusters
#proceduralgeneration #devlog
WISHLIST Star Mining Co. on STEAM:
store.steampowered.com/app/2584800/Star_Mining_Co/
Is there anything more you'd add to the asteroid generation?
Would you like me to go into more depth on any of the techniques I used in this video?
Damn, you surely never heard of To The Core.
You could have at least mentioned that youu got inspired from To The Core, you even copied the artstyle
It would be interesting to hear about how the destructable physics and collisions work!
@@ketos8315 sometimes people have ideas that have already been implemented.
One can assume that he had a idea, but it was already implemented or
He was inspired by that game but forgot to credit, or didn't think it necessary enough for a 3 minute video about making asteroids exciting.
Or he had malicious intent to not inform about To The Core, like your comment implies.
I like to think that he just had a idea that was already implemented or that he forget/ didn't think necessary enough
Perhaps you could do layers of different materials, along with the cells, kind of like how the minecraft terrain does it's biomes with humidity and temperature
@ketos8315 I've honestly never heard of it until now, it does look similar, but I think my game will end up being very different. I'm making it as a roguelike deckbuilder. I first made a video my game a year ago if you want to check it out (it's unlisted because it ranks pretty high on the cringe-o-metre): th-cam.com/video/hYlWGMbqFLs/w-d-xo.html
Love this concept! some ideas: you could make it so the internals of the asteroid are not visible at first, you have to scan the ground and dig, and scanning costs some credits. Would also be fun to place explosive charges that you need to get away when they explode. Or perhaps some minerals are reactive and will detonate when you mine them.
Thanks, some great ideas there! Nothing is set in stone yet so I'll definitely play around with these and see how they go!
i think it would be fun to also change the generation a bit based on depth so that the digging tactic changes both based on where you start digging and also based on how deep you've gotten into the asteroid
That's a great idea, thanks for your comment!
Really nice channel. Lot of procedural generation, and even concepts that are super close to what I've done before, loves it!
Thanks so much, glad you enjoyed it!
if you add weights to each material, and use that as the probability of that material spawning, combined with voronoi cells, you will get a much more "realistic" ore distribution, where denser materials are typically found deeper, with some outliers here and there. but good job mate, keep it up 💪🏻
Really good idea, I've already got the materials sorted based on durability from when I was doing the layers, so that shouldn't be too difficult to implement! Thanks for the comment!
Asteroids don't have to be boring and round. They can be potato shaped where two different asteroids kind of merged together. Could have multiple cores. Could have barbells. Could have some asteroids that are spinning rapidly which makes them harder to approach from some angles. Could have "veins" of more valuable material to follow.
Great suggestions, thank you! Having more shape variations sounds like a good idea
potential improvement would be to weight the probability of harder materials each cell gets to make it proportional to how close to the centre you are. That would end up with some kind of compromise between this and the original version.
Additionally some fog of war type mechanic would probably be nice where you can't immediately see the whole asteroid but this very much depends on how you want the game to play.
Thanks for the suggestions! A few other people mentioned biasing the materials too and I think it's a great idea. I've actually already implemented it, just working on a few more features before I do another update video!
I might have to play around with the fog of war and see how it feels 👍
Thanks again for the comment!
This really seems like carbon copy of To the core.
yeah that's what I thought too.
I'd honestly not heard of To The Core until it was mentioned in a few other comments. I think it'll end up being pretty different since my game is a roguelike deckbuilding game. I made a video about this about a year ago if you want to learn more about it: th-cam.com/video/hYlWGMbqFLs/w-d-xo.html
it's maybe out of scope or I could imagine really difficult to implement, but add physics for sand for example? and maybe (local) water?
I've been wondering about that and think it would be really cool, but I think that's probably a whole new project! Maybe for the sequel? ;)
What if you add a decently thick top layer of the light gray, then have the random materials under that?
I've updated the generation a bit since this video (I think I show how I changed it in the next devlog?), what I do now is weight the randomness so materials are more likely to show up in bands, but they still have some randomness. I think the overall effect is quite similar to what you're suggesting!
Thanks for the comment!
voronoi generation is also exactly how I generate the worlds in my terraria clone. Interesting!
I'm gonna have to check out that perlin noise trick for caves in my game, atm they're very boring and sort of buggy.
Definitely check out the video I linked in the description of the minecraft dev giving a talk, there's a lot of really great info in there!
Im mostly just excited to play this game tbh, do u plan on releasing it? if so, where? Will it be free?
same here!
you can play To The Core right now on steam, its very similar
@@ketos8315 To the core is great!
@@ketos8315 ive already played it and completed the entire game, got all upgrades and all ^^, thanks anyway tho
I'm hoping to get organised and put out some test builds/demos in the not too distant future. Eventually I plan on releasing it on Steam, not sure about the price point at this stage sorry!
Yoo this pretty neat 😏👉 Best of Luck! *Edit* Looks like they could be Twice the size 🤔 Seems like after a couple cards you’ve made it 🤙
Thanks! Will definitely make them bigger in the future! There's also a lot of tweaking and balancing to do for the cards!
The first 'style' of asteroid looks manmade. Maybe those cores are technology upgrades or robots to pick up.
I still need to give some thought to how the cores will work, thanks for your comment!
Different materials and texture strength, like as you go in it gets harder to break the material
I think I'll end up biasing the generation so the stronger materials are more likely to be at the centre, but not guaranteed. Thanks for the comment!
i kinda think the asteroids should be a good portion bigger so youre not so easily at the core
i think there'll be different difficulties on the asteroids, so some will be larger and some would be smaller. i wouldnt worry about it
@amogus3795 I'll definitely make them bigger in the future! There's also a lot of tweaking to do for the strength of the bombs which should make it more challenging.
i think i seen game like this before
To the core released just moth ago
@@studentjahodak whats to the core
@@studentjahodak i use bing
@@studentjahodak This also seems really similar to a Cool Math Game Diggy
I did make a video on it about a year ago: th-cam.com/video/hYlWGMbqFLs/w-d-xo.html
But as a few comments have mentioned, there is another game called "To The Core" that I was unaware about that seems similar.