Continental Maze


An infinite maze with more interesting walls

Content
3 years ago
1.0 - 1.1
286
Environment

i Allow changing the size of the larger areas

It would be great of the size of the larger areas could be controlled, to allow for reducing their size of even eliminating them completely for an additional challenge.

4 years ago

What sort of option are you thinking?

They are currently a random size between 7 and 15 chunks across (with the starting one locked to maximum size). Would you want the max or min size decreasing?

I'm very open to adding additional options that people want, but I need a bit more specificity.

Also happy to go into the maze generation algorithm details if you need that in order to get specific :-)


I actually toned down some of the nastier options I started with, because I felt they were too mean.

Things like some smaller clearings not having resources, and some large areas not having clearings at all.

Hey there! Yeah, the min and the max size of the clearings is what I was referring to. Also, I did notice when exploring a maze generated that you sometimes have to travel really far to get basic resources though - but that might just be because I selected railworld settings.....

At risk of getting off-topic, I'm very interested in your maze generation algorithm too :D

4 years ago

Yeah, I'm aware of the distance issue. Railworld settings won't effect that. As soon as I come up with a decent, workable idea for a fix it's going to get added.


The generation algorithm is actually really simple once you get the basic concept:

1) Divide the world into 32-chunks-to-a-side squares.

2) Each "Big Square" generates either North+South or East+West for its guaranteed connections to other squares. and picks random locations on those sides for the actual connection points. This is sufficient to guarantee that there is always more maze to explore.

3) Generate clearing locations for the Big Square.

4) Run up to step 2 for the adjacent Big Squares, so you know where to put all the gaps in this one's edges.

5) Simple depth-first maze generator for the contents of the Big Square.

6) Do lots of dumb stuff to make the walls look like rivers, ravines and mountains. (Seriously, it's mostly just geometry, but cliffs were a PITA. Look inside control/walls if you really want to know all the details there) River fords are generated as part of this, so are always shortcuts to the maze, as are the mountain/river interfaces (I'm not 100% happy with those, I personally prefer river+ravine because of that)

4 years ago

And that should be the update released.

I'm still forcing the starting clearing to be big currently, because otherwise I have to do lots more math to ensure that it always covers the starting point, and this really was a quick update to do :-)

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