Olvand is a little multiplayer sandbox RPG, where the players live in self-built towns and can go on all kinds of adventures together. Imagine living with your friends in a small town in the mountains, or creating a new group of friends in a pub in the metropole you all live in. There will be several minigames the inhabitants of a server can play together, among which will be combat based games like King of the Hill or Capture the Flag. You will be able to play against other people in your city, or as a city against another city, or as a whole server against another server. The combat works with self-built guns, in which all kinds of powers can be combined to create unique effects. You can sign up to be a tester on olvand.com.
Some pictures of what I want to add in the future:
Hi all! Two practical thingies before I start:
* In case you haven't voted for the name of the next version of Olvand, you can still do so here: Goo.gl .
* You may have noted that I said I would invite new groups of playtesters right after the new update was accepted by Desura, but that I was a bit quiet about doing so. This is because my friend, who was so kind to donate some of his server space to me for the olvand.com website, recently migrated his server. We got everything working again quickly (or so we thought), but when I wanted to invite the new players I discovered the mail functionality was broken. This makes it impossible to invite new players. We're working on it!
The reasons for the generator
Alright, about the first new feature in the next version of Olvand: randomly generated monsters. As I explained [here], Olvand's caves are randomly generated, to increase the replayability of the game. However, even if the level is randomly generated, like in Olvand violet, I believe replayability can still go down quickly if the monsters you encounter all behave exactly the same. Instead, I want monsters with varying strategies, a varying set of attacks, varying walking speeds, varying ranges, etcetera. However, I believe most players would not even notice these differences in behavior if all monsters would look exactly the same.
So... randomly generated monster appearances as well. But where do I start? If there's something I learned from creating the [fish generator], then it is that all the little variation I added for the form of the fins and the tails were largely ignored by players. Instead, the main characteristics used by players to distinguish the species were size and color. Differing the size of the monsters is too complicated for now (although very awesome, now that I think of it), so I wanted to start with color.
Picking a (not so) random color
All right, so we need random colors. Good, let's replace all of the colors in our monster sprite with a random other color, and you're done, right?
Yeah, it doesn't work like that, unless you're insterested in creating some futuristic looking aliens. How to find colors that are suitable for monsters? To understand my solution to that problem, you first need to understand how colors work. My guess would be that most of the more technical oriented people reading this know this already, but to be sure: everyone know colors can be built by combining three primary colors, like red, green and blue. There's a second way to create colors, though, and that is to combine hue, saturation and value. Let me show you what these three terms mean:
Value is perhaps the easiest one; it just says how dark or light your color is:
Saturation means how bright or greyish your color is:
And the most important one, at least for our purpose, is hue, which describes whether our color is green, purple, red, yellow, etc.
The idea is that the random color we are looking for should at least have the same value and saturation as the color I originally picked for the monster, so it still feels like the same 'kind' of color; it should just be another hue.
The actual algorithm
So what does the actual algorithm do, then? At first, it analyzes the source image to see which colors it contains. For our monster, this is the result:
For these colors, it calculates hue, value and saturation. (As an aside, these colors have roughly the same hues, but differing values and saturations. This makes them fit together.) It replaces the hue with a random value, and then rebuilds the color. This could result in something like:
On the basis of these colors, it then recolors the monsters themselves. Some results:
Much better, huh? But of course, creating a monster generator is much more than simply changing some colors; I'll show you next week!
Latest tweets from @olvandgame
About colors in Olvand's upcoming monster generator
Nov 15 2014, 5:48pm
Help me pick: T.co
Nov 9 2014, 10:06am
Should the new version of Olvand be called Olvand lily, Olvand rose, Olvand daffodil, Olvand sunflower or Olvand buttercup?
Nov 9 2014, 10:06am
Olvand violet got accepted is accepted and is now available for download!
Nov 4 2014, 1:29am
And this the (again very cool and professional) video Pepper made for it: T.co
Nov 2 2014, 3:56am
Olvand Violet is currently under review by Desura! T.co
Nov 2 2014, 3:55am
Some changes I made to combat in Olvand: T.co
Oct 18 2014, 6:17pm
Fixed the notorious bug of water blending with rocks. I thought the testing world deserved a screenshot now it works: T.co
Oct 16 2014, 4:44pm
All right! Deadpepper will again make a video to show the new update, Olvand violet.
Oct 13 2014, 4:49pm
The sounds of the night: T.co
Oct 11 2014, 6:33am