In this tutorial, we will look at how you can create randomized Maps without defining Snippets first.
Step 1 – The Space Map
Let’s create a Map and call it „Space Map“. Feel free to set BGM, encounters, or other settings for this map. Choose the map size wisely as it will be used in the Game; I usually use 40×30. Keep the map blank.
Step 2 – Pick an Algorithm
This Plugin series comes with a set of pre-defined algorithms that you can pick, each with individual features and rules described in their respective blog post.
Step 3 – Additional Maps
Most of the algorithms offer additional maps, e.g., you can define if roads are drawn and how they look. Usually, these maps are optional, i.e., when you decide to not create a particular map, the plugin will simply skip this feature. The respective articles explain to you how to set up each additional map.
Essential: Those maps must
- have the title that is proposed in the article
- be a child map of the Space Map
- have the same Tileset than the Space Map
Step 4 – Post Processing
So far, the algorithms provide us with only one floor and one ceiling tile. This also goes for all the other algorithms; they generate only a map skeleton that we will beautify step-by-step. This so-called post-processing is independent of the chosen algorithm – in other words: you can use all the features described below in combination with every map generation algorithm!
Each function tries to imitate the map designer’s work steps when mapping. These steps are:
- Walls, elevated floor, …
- Shadings (e.g. darker grass, dirt, …)
- Bioms (e.g. desert, snowland, ashes on a Worldmap)
- Large objects or assets
- Details (e.g. plants, flowers, small rocks, …)
All actions can be done in any order, even multiple times or omitted. We go through all of them, and explain how we can combine them to create a fancy map.
Step 5 – Eventing
- Fade Out Screen
- Transfer Player to the Space Map, any x and y coordinate, and set „fade“ to „none“.
- Fade In Screen