Day: July 12, 2011

Old AVWW Top-Down Interior Generator Source Code Now Released

As promised, the source code (and runtime) for the old Interior Generator for the top-down version of AVWW has now been released.  If you want to read about what it is and what it does, please see the link above — it’s described in great detail.

And here is where you can download the source and runtime.

What’s new in this version, since the blog post linked above?  Well, the cleanup processes have grown and grown, so there’s something like 60 unique cleanup steps now.  It also builds even more varied interiors between the various interior styles, too.  I also started using chasms for the “remainders” where a wall wouldn’t fit but I wanted to have something blocked off — that worked out really well.

I’m sure there are still some little glitches here and there where something gets placed in a way that violates perspective, etc.  I had fixed most of those, but when we made the switch to a side-view this particular style of interior generation got tabled and so that was basically the end of this program for Arcen.

However, if you’re making procedural interiors for a game that is top down, especially if it’s tile-based with a faux perspective — like so many pixelart games are — then I welcome you to use this!  We’d appreciate credit if you feel like it, or at least a heads up that you’re using it just for our own curiosity, but you’re not legally obligated and it’s not a huge deal to us either way.  Consider this released under the MIT license, and if you find it useful I’m glad.  Enjoy!

New AVWW World Map And Character Select Previews

Not a full developer diary today — but I did want to share a couple of things since it’s been a while.  We’ve got a few full diaries with videos and lots of details coming up before too long, but in the meantime there are a few things that I can show well with screenshots.

New Character Select Screen

The new version uses a fancier way of letting you scroll through your options, plus it also uses the new character portraits.  In general this is one of several examples of how Keith and I have been retooling the various interfaces to be less spreadsheet-like and more visually pleasing.

New World Map Visuals
Yet again, the world map visuals have been redone.  This time it’s to make it less boardgame-like and more like a 4X game.  This also shows off the new ocean tiles, as well as some of the generally better seeding logic. The world map is getting pretty close to being final for beta, now:

If you’re curious about the ocean tiles: yes, you can move onto them.  However, like some other “hostile tiles” you get sucked right into them.  If you’re on a “shallows” section of the ocean (you can pick them out, though they are subtle differences), this isn’t a crisis.  There’s a lot of dangerous water in the shallows, but also land for you to walk.

If you’re not in the shallows… well, your character can’t swim.  You pop out in the middle of the ocean and start sinking fast.  There are ways to cross the ocean in this manner, but I’ll leave you to discover those in-game when it hits beta!

Until Next Time!
This is just a brief little bit of info, but we’ll have a lot more to share next time, including some longer gameplay videos that let you see more how an actual gameplay session might feel.