Procedural cities
The city mockup looked nice, but I needed infinite random cities. Let's try procedural generation! The mockup was created using actual Pico 8 8x8 sprites, so buildings were already modular. I just needed a few more windows (open and closed), doors and roofs:
I used five colors: wall, dark, light, door (these are the three that would change programatically), glass and glass detail. Using PAL in Pico 8 you can swap colors, so with just those blocks in the image and a few color sets (i.e. {4,9,10,2} <- dark, wall, light, door) I would have buildings with different colors. Lots of sprite space saved!
In order to have a building we need some numbers:
- width (minimum 3 tiles, maximum 5)
- height (minimum 4, maximum 9 for front buildings; minimum 10 and maximum 12 for back buildings)
- color set (wall, dark, light, door)
- window, door and roof sprite.
So a building is just a bunch of tiles: roof, windows, ground level, plus some details like not adding windows at certain floors from time to time, just to add variance.
Cities are just a bunch of buildings following these rules:
- Cities have between 3 and 5 buildings.
- There's a road or a railway. No water, yet, nor bridges.
- There are 2 or 3 buildings on the background, the rest of them on the foreground.
- Buildings on the same plane can't touch.
- Buildings can't have the same color as nearby buildings.
- Buildings on the foreground can't be tangent to buildings in the background (sides can't touch)
It took a while to come up with all those rules, but here's the final result. Tons of cities!
Get Rampaging
Rampaging
Those cities won't flatten themselves!
Status | In development |
Author | PlayMedusa |
Genre | Action |
Tags | Arcade, classic, kaiju, Local multiplayer, Monsters, PICO-8, rampage |
Languages | English |
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