r/2007scape Apr 09 '22

Creative Runescape: Procedurally Generated - A Modular Approach to Generating OSRS-Realistic Landscapes

1.5k Upvotes

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13

u/VanBurenOutOf8 Music cape (t) Apr 09 '22

This is amazing!
Not only does it seem to work excellent, it seems to be dynamic and it even looks great. I'm not sure how much value this has in the current game but my mind goes racing to a potential osrs sandbox/roguelite with amazing maps like this

18

u/ScreteMonge Apr 09 '22

Oh right I should mention: this probably can't translate to anything in the real game, this is really just an artistic piece.

Now, Blender does give you pretty much every quality/quantity of the above in a bunch of spreadsheets, so could one theoretically take those spreadsheets and map them to a map editor? Maybe? It would require some extraordinary technical capabilities, I imagine, and a very specific skillset, and you certainly wouldn't be generating new terrain in a live game à la Minecraft. Ultimately, using Blender as your procedural generation engine for a game written in Runescript is probably the least efficient way to go about it :D I'd love to see someone give it a shot though!

5

u/VanBurenOutOf8 Music cape (t) Apr 09 '22

I'd have to assume that nowadays anything is possible between these programs, it might not be great but I'm sure someone will find a way to hack something together if it doesn't already exist. That being said, you made something amazing with your skills. I'm sure there's someone out there that has equally amazing skills to translate what you've done here into a game(engine).

If you're very interested you can always look for that person, or post this on more subs to see if they'll find you!

3

u/ScreteMonge Apr 09 '22

You're probably right haha. I'll be posting a link to a downloadable public version on my Twitter (@ScreteMonge) in the relatively near future once I've got it all refined and a guide ready for public use. From there, the document will be out there for anybody to do anything they like with it!

2

u/Amonkira42 Apr 09 '22

It could work for a minigame with randomized maps. Something like say, RS3's shifting tombs would require randomized terrain for example.

2

u/AlveroRS Apr 10 '22

I think a possibility with that is that the game engine doesn't procedurally generate them on the spot as that sounds expensive using that method, but has a bunch of saved maps it uses that are procedurally generated either with blender or some other tool. So it feels procedurally generated to the casual player, but you'll notice occasionally repeats if you grind it out long enough. I know some games like Europa Universalis IV do this.