[Mod] Squaresville (Ruins) [squaresville]

User avatar
duane
Member
 
Posts: 776
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r

[Mod] Squaresville (Ruins) [squaresville]

by duane » Sat Aug 27, 2016 08:58

Squaresville is a simplified world dominated by ruined cities. This is a stand-alone mapgen. You can't use it with any of the stock mapgens (though it should cooperate with other "mapgen" mods).

The world is very two-dimensional -- it doesn't generate any caves or dungeons -- (the ruins are meant to be above-ground dungeons). The terrain will probably be too flat for most. You could adjust this a bit by tweaking the terrain noise, but it won't give the realistic shapes that more serious mapgens manage. City areas are completely flat -- only the wilderness has any shape at all. All the default biomes are reimplemented in lua, along with most of the stock decorations.

This is a work in progress.

Image

Image

Actual spoiler:
+ Spoiler


The source is available on github.

Code: GPL3, textures: CC-BY-SA and CC0

Mod dependencies: default, flowers, wool, bucket, beds, stairs, vessels

Download: https://github.com/duane-r/squaresville ... master.zip


Note for other developers: This mod does all of the mapgen work in lua, including planting decorations. This allows me to completely ignore chunk boundaries and problems with the C mapgens' decor spilling over into my work. The only random numbers used are for decorations -- all of the terrain and structures are completely repeatable.

Note for fans of the "complete" squaresville: You can still get the original can of worms on github. I no longer maintain it. I've published some of the missing pieces as separate mods.

Elixirs
Fun Tools (chainsaw, flare gun, rope ladders, wall hammer, etc.)
Hard Wood
Inspire (rewards similar to the metal/gem crafting requirements)
Wooden Bucket
Last edited by duane on Tue Mar 07, 2017 01:49, edited 8 times in total.
 

User avatar
duane
Member
 
Posts: 776
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r

Problems

by duane » Sat Aug 27, 2016 08:58

None so far...
 

User avatar
cd2
Member
 
Posts: 552
Joined: Mon Jun 01, 2015 06:30
GitHub: cdqwertz
IRC: freenode - cd2 InchraNet - cd
In-game: cd cd2

Re: [Mod] Squaresville (Ruins) [squaresville]

by cd2 » Sat Aug 27, 2016 09:22

+1
 

User avatar
azekill_DIABLO
Member
 
Posts: 3458
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO

Re: [Mod] Squaresville (Ruins) [squaresville]

by azekill_DIABLO » Sat Aug 27, 2016 12:44

awesome +1
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
My Mods and Stuff | Voxellar | VoxBox on GITHUB | M.I.L.A Monster engine
WEIRD MODDING CONTEST !!!
 

User avatar
ExeterDad
Member
 
Posts: 1121
Joined: Sun Jun 01, 2014 20:00
In-game: ExeterDad

Re: [Mod] Squaresville (Ruins) [squaresville]

by ExeterDad » Sat Aug 27, 2016 13:01

I'm gonna have to sneak this on to our Pi Server and mess with the family. I'll let you know if I smell smoke.
Thanks for the efforts, it looks awesome :D
٩(̾●̮̮̃̾•̃̾)۶

Kibbie and I have a beautiful public server now! HOMETOWN
 

User avatar
duane
Member
 
Posts: 776
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r

Re: [Mod] Squaresville (Ruins) [squaresville]

by duane » Sat Aug 27, 2016 14:54

ExeterDad wrote:I'm gonna have to sneak this on to our Pi Server and mess with the family. I'll let you know if I smell smoke.
Thanks for the efforts, it looks awesome :D


You just love making trouble. : )
 

User avatar
TheReaperKing
Member
 
Posts: 493
Joined: Sun Nov 22, 2015 21:36

Re: [Mod] Squaresville (Ruins) [squaresville]

by TheReaperKing » Sat Aug 27, 2016 19:41

This is such an awesome idea and sooo welcomed to a game I'm working on!!! I love the idea of ruined cities being dungeons because they would have lots of treasure from stuff left behind by its former residents. I feel like a broken record but you really make some amazing mods! My students are still loving the cityscape mod!

EDIT is there any easy way to combine this with the medieval type cities you were making? Not sure I'd even use it since I'm still deciding the exact theme (aka modern vs medieval) but just wondering. BTW I loved those cities too especially when the rivers would go through them.
Project Lead of the Doom 3 Mod Last Man Standing - http://Doom3Coop.com

Project Lead of Platinum Arts Sandbox Free 3D Game Maker - http://SandboxGameMaker.com

Youtube Channel - https://www.youtube.com/user/PlatinumArtsKids
 

paramat
Member
 
Posts: 2662
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat

Re: [Mod] Squaresville (Ruins) [squaresville]

by paramat » Sat Aug 27, 2016 20:07

More screenshots please, the one's in the screenshots thread will be forgotten after a while.
 

User avatar
duane
Member
 
Posts: 776
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r

Re: [Mod] Squaresville (Ruins) [squaresville]

by duane » Sun Aug 28, 2016 18:25

paramat wrote:More screenshots please, the one's in the screenshots thread will be forgotten after a while.


I think you've pretty much seen everything already. It's very repetitive terrain. I'm mostly focusing on game play.
 

User avatar
duane
Member
 
Posts: 776
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r

Re: [Mod] Squaresville (Ruins) [squaresville]

by duane » Sun Aug 28, 2016 18:37

TheReaperKing wrote:is there any easy way to combine this with the medieval type cities you were making? Not sure I'd even use it since I'm still deciding the exact theme (aka modern vs medieval) but just wondering. BTW I loved those cities too especially when the rivers would go through them.


I never got very far with exeter. There were too many problems dealing with the C mapgen and decorations. Using the approach I took here would definitely make it easier, but there's not really much similarity between the two projects except on the surface.

Squaresville got its name because everything is extremely simplified. The cities are all squares within squares within squares. I use only one, two-dimensional noise for the terrain and two for biomes. The only reason it looks tolerable is that I use that noise to cut off the tops of the buildings, which gives them a bit of character. To give it a medieval flavor would require a lot of irregularity, which might slow things down too much to make it practical.

I could probably add rivers, without slowing things down too much, just skipping the blocks a river flows through. I'll try it, just to see what it looks like, but for this mod, I'm focused on game play over realistic scenery. (Everybody else has that pretty well covered.)
 

User avatar
TheReaperKing
Member
 
Posts: 493
Joined: Sun Nov 22, 2015 21:36

Re: [Mod] Squaresville (Ruins) [squaresville]

by TheReaperKing » Sun Aug 28, 2016 18:47

Thanks for your insight on the different mapgens, that's super interesting. I hope to play with all that myself someday. And I agree, gameplay is always key! I'm hoping to eventually let my students play this and make it so they just turn the monsters into bunnies or something haha. I really love the idea of the city dungeons, it isn't something that we've seen much of before, if at all.
Project Lead of the Doom 3 Mod Last Man Standing - http://Doom3Coop.com

Project Lead of Platinum Arts Sandbox Free 3D Game Maker - http://SandboxGameMaker.com

Youtube Channel - https://www.youtube.com/user/PlatinumArtsKids
 

User avatar
duane
Member
 
Posts: 776
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r

Re: [Mod] Squaresville (Ruins) [squaresville]

by duane » Sun Aug 28, 2016 19:37

No, I'm not going to add rivers. They cause too many problems for the mobs. I also get these bizarre lighting issues.

Image
Attachments
squaresville-015.jpg
squaresville-015.jpg (379.1 KiB) Viewed 2163 times
 

User avatar
TheReaperKing
Member
 
Posts: 493
Joined: Sun Nov 22, 2015 21:36

Re: [Mod] Squaresville (Ruins) [squaresville]

by TheReaperKing » Sun Aug 28, 2016 19:54

Sounds fair and also super interesting screen!
Project Lead of the Doom 3 Mod Last Man Standing - http://Doom3Coop.com

Project Lead of Platinum Arts Sandbox Free 3D Game Maker - http://SandboxGameMaker.com

Youtube Channel - https://www.youtube.com/user/PlatinumArtsKids
 

mr_dean
Member
 
Posts: 24
Joined: Fri Jan 06, 2017 00:38
In-game: mr_dean

Re: [Mod] Squaresville (Ruins) [squaresville]

by mr_dean » Mon Mar 06, 2017 20:10

This looks a lot like a Fallout type world, a large post-apocalyptic landscape covered by ruins and hostiles. I like it, it adds, in it's own way, more than the Aftermath game. +1
I know you believe you understand what you think I said, but, I am not sure that what you heard is not what I meant. - Author Unknown
 

User avatar
duane
Member
 
Posts: 776
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r

Re: [Mod] Squaresville (Ruins) [squaresville]

by duane » Tue Mar 07, 2017 00:08

mr_dean wrote:This looks a lot like a Fallout type world, a large post-apocalyptic landscape covered by ruins and hostiles. I like it, it adds, in it's own way, more than the Aftermath game. +1


Thanks. At some point in the future, I'm going to break this mod up the way I did fun_caves, separating the actual mapgen from all of the game components (mobs, equipment, etc.). This will make it easier for people to pick and choose which bits they want and to maintain the mapgen.
 


Return to WIP Mods

Who is online

Users browsing this forum: No registered users and 51 guests

cron