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Wednesday, July 3, 2019 - 12:07

I don't know how your code is arranged, so I don't know if this will work for you, but your devblog has inspired me to ensure my own procedurally generated dungeons are as interesting as possible.

I imagine the corridors between rectangles are based on vertical-to-vertical border-of-box or horizontal-to-horizontal border. If the corridors are instead calculated based on center-vertical axis to center-vertical axis (or horizontal-center to horizontal-center) the algorithm would be able to operate mostly unchanged, but still work just as well with elliptical rooms.

Are you willing to share your algorithm code? I doubt it's in a language I typically use, but it seems abstractable enough to be adapted to whatever language. If not, no biggie; I'm sure I can take the concept you've outlined and write my own version. :)

Tuesday, July 2, 2019 - 11:56

@pvgier: That's pretty great. Would your algorithm allow for occasional ellipsoid room generation inside the cells as well as the typical rectangle rooms? The final result does a good job of looking very organic, I just wonder if starting with a few rounded "definitively alive" components may contribute even more to the cave-look.

(P.S. I refer to axis-aligned elipsoids, specifically)

Monday, July 1, 2019 - 13:11

Congratulations, bluecarrot16 on your delicious summertime feast! 

Thanks also to all who participated. Trophies awarded! :)

 

Monday, July 1, 2019 - 12:55

I can't find the end-of-voting date mentioned. Does judging conclude on August 3rd?

Saturday, June 29, 2019 - 13:19

Neat! The shader effect(?) in stream_godot_2.gif I find especially appealing.

Saturday, June 29, 2019 - 13:14

Right. Even the curators have to be curated. Feels a bit elitist to me. I'll check into renaming the category to  something more accurate.

Saturday, June 29, 2019 - 13:13

Nope. :(

I lack the skill and tools needed to swap out the offending textures with FOSS ones, and no one has volunteered to help out with it. I think these are great assets that just need a tweak to be viable, but unless anyone is willing to give it a try, I'll have to remove this submission soon.

Saturday, June 29, 2019 - 13:05

"popular this month" is not disabled by default. It displays on the sidebar even for visitors with no login. Each user has to explicitly disable it in their preferences for it to not show up.

I'm not sure adding one more time-based category would solve the problem. We already display "new", "favorite this week", "favorite this month" and "favorite all time". There is limited front page space, so swapping in a "favorite this year" every once in a while would allow that real estate to be shared. 

Displaying a category showing the most favorited art of all time is important especially for new users who want to know the site's potential. I'm kind of tired of seeing the same spritesheet show up in Featured Art all the time, but honestly they really are great assets; even if it's old news to me, it's a pretty great find for the newbs visiting OGA for the first time.

I do often see more recent submissions in the Featured Art category, but they are rare since new submissions don't often get hundreds of favorites that fast. I am not clear on why this category is a problem, actually. It makes sense to me that the most popular are shown. The fact that many of them are older submissions is a side effect, not the reason they're displayed. There's a ton of old submissions that are honestly pretty terrible, but their age doesn't make them any more likely to be shown.

What is the problem we want to solve? Give more attention to the "middle-aged" artwork? (older than a month, younger than legendary-old-wizard) Maybe we should host a scavenger hunt: everyone looks for art they feel is under-favorited and buried, submits it as their 'diamond in the rough'. Everyone picks the one that really does deserve more love, and brings it the attention it was missing. 

I agree not calling it "all time popular" is a bit of a misnomer for the category, though. I think the fact it is called "featured" instead of "popular of all time" is a hint at a possible solution; Perhaps the category should not be restricted by time, but also not be selected by number of favorties (which tend toward the stuff that's been around longer) but instead a manually curated list. A group volunteers of the most frequent users and submitters select the most useful, game-ready, and gorgeous art in all categories as they are submitted. The "featured" art is then randomly selected from that collection on each page load. 

Problems with that, though:

  1. This could become subjective. The art displayed is based on the preferences of the smaller group of volunteers instead of the larger community preferences as a whole.
  2. If the collection is not regularly curated, it quickly becomes even more stagnant than "favorites of all time".
Saturday, June 29, 2019 - 12:12

What do you suggest? 

Thursday, June 27, 2019 - 14:23

Great blog post, Thera! I'm finding all these animations very inspiring.

 

Expanding and contracting only the inside borderUndulating only the inside border

I know it seems unrealistic to have the water's surface area change (which implies a violation of conservation-of-mass) but I think I like the expand/contract animation more than the undulate animation. However, considering you mentioned ocean waves, a change in water volume makes sense for large (but shallow) waves like on a beach or lagoon, but perhaps not so much for a pond or stream, where volume (or flow) is constant.

 

Waves going from the sides inwards.Brighter darker loop, but then in the style of the waves above.

I found myself most attracted to the subtler animations: not so much on the expand/contract, little of the undulation, not really on the the 1/4 wave either; they seem somewhat overactive unless it's a stormy day... But yes on the "inner waves" or brightness/darness-loop and flicker; seems like a liquid, but also calm.

 

Smoothing animated waves going up.Wave animation rotated to animate to the right.

I can definitely see using the smoothing flow animations, but not so much on the "around" flow animation. I guess with the "up" and "right" flow animations, I can have flow in all 4 cardinal directions as well as the "around" flow just by messing with frame order and selectively choosing the flow direction from tile to tile, so win-win! :)

Are these animations made of semi-transparent water layers added to an independent terrain tile? Or is the water & terrain a single animated tile? I can see the water borders are much more coherent when the texture of the terrain is animated into the shape of the water itself, but I would certainly use a separated-layers Build-It-Yourself Water Animation Kit™ :)

P.S. My art skills are atrocious, so feel free to disregard the opinion of my unrefined eye. :P

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