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An automatic generator for medieval scenes and games
This Issue is about the implementation of conditions for the Victory or the Defeat in the game.
Write code to place singular objects as cathedrals or other temples.
A sample of a temple is on file cityGen/cg-temple.blend
cityGen2D.py use matplotlib module to generate .svg images which show debug information of each step of 2D map. The problem is that python interpreter bundled with blender does not include matplotlib.
We can study to remove that dependency by creating .svg files using pure python, so they can be generated too when executed inside of blender.
Current house placing algorithm does placings with overlapping.
Add small objects as dirt, dry leaves and small pieces of grass inside the city.
We have observed that running cityGen2D with the --randomSeed argument create different maps in different computers.
The difference is not in the geometry of the map, but in the order of the vertex. This mean that corners in the map have same coordinates but different index.
Study the implementation of watchdog that change every monster token after a while to solve interlocks between monsters.
Currently we have two static skydomes (files cg-skyDomeNight.blend and cg-skyDomeDay.blend).
There are easy methods to create new skydome 2D textures, specially "Starry Night" or "StarFields", for example:
http://www.gimpusers.com/tutorials/starfield-tutorial
http://www.ghuj.com/featured-articles/creating-a-night-sky-in-gimp.html
http://www.photoshopessentials.com/photo-effects/starry-sky/
Think about create a generator using blender and python.
Place objects in the exterior of the city. For example Farms, roads, rivers, etc...
The ideas are:
There is a problem with CWD in windows, so blender libraries (cg-library.blend, cg-monsters.blend) are not found even if they are in the same directory.
Please, check and solve value of current working directory.
Current playerBoy boyMove.py controller is inherited by previous versions and has some small bugs and lack code style.
Please, clean the code and communication between modules boyMove and IA_Manager.
In Blender v2.79, import "numpy" doesn't work properly.
Add sound effects as monster attack, jumps, fire sound, owls, etc...
As done with textures, ensure every sound has a open license and trace the origin of the files.
For example, a good start point is:
https://freesound.org/browse/tags/sound-effects/
https://www.audioblocks.com/royalty-free-audio/sound-effects
And for other royalty-free audios (music, etc)
https://freesound.org
https://www.audioblocks.com/royalty-free-audio/
Create pseudo-random houses starting from a basic model and placing doors, windows, etc.
Use models from Daniel74.
This issue is for create a specific number of bats which have to be overflying the streets of the city.
All we need to do it is:
1º.- the bat model, as a blender file.
2º.- design a new algorithm to insert the bats into the scene.
3º.- the algorithm will have a behaviour based on RMDF algorithm.
Progress will be posted in this issue.
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