Seeking Advanced Procedural Generation Specialist - 40,000 R$

Hey everyone!

I am seeking out someone who thrives in procedural generation for a Project I am currently working on. The Modular Generator I am seeking will generate unique landmasses quickly and efficiently using Smooth Terrain.
FAQ:
What is the Project?
The Project is a Modular Smooth Terrain Generation System. This System will generate maps that will be generated based on various factors, such as biome, topography, and watersources. Along with generated terrain, it will also generate scenery based on these factors; for example, A river will likely have a lot more rocks and trees near it then the top of a mountain.
What specific features are you looking for in this procedural generator?
Natureborn - I am seeking something that will generate an almost-majestic environment. This environment will feature systems such as Rivers/Lakes/Cliffs/Etc.
Quick and Efficient - Players will be in this landscape very soon after entering the server. To achieve a successful transport, as well as a lag-free place, this generator should be fairly optimized.
Customizable - I want there to be different combinations to achieve a unique game experience after each play. Along with this customization, these maps will also feature unique landmarks, such as a large, flat, open areas.
• Seemless - I don’t want the edges of this generation to be too distinct, this will be a fixed area that looks infinite (Whether it be through infinite generation, or clever positioning of external mountain.)
How will the pay work?
Half Before, Half After :slight_smile:
I’m interested! How can I contact you?
The best way to contact me is via Discord (Smooth#5980) or through the Forums DMs. I ask that you provide me with example work, as well as previous projects you’ve worked on in the past (if any).
There’s a few things I’d like to know/discuss before I’d say I’m interested…
I’m happy to answer all and any questions/concerns/thoughts throughout the topic!

EDIT 1/2/3/4: Typo fixes, Oops.

I posted this pretty late last night so I’m going to give it a chance to be seen by some of the ‘Latest Post’ Daygoers :grin:

How long do you think this project will take? At 40k R$, if it takes longer than 10 hours, it’s like working for less than $10/hr. Not a great wage.

At this rate, you’re really looking for someone who already has 90% of this done in a file somewhere so they can adapt it to the API you want. Otherwise, it won’t be time-effective for the person who implements it. I haven’t seen a generator which fits this bill in my time. I mostly just see the perlin noise (and other height-map-smoothing-style terrain).

If you can’t up the payout to 800k R$ (or USD equivalent), I think your best bet is to try to convince someone to do a partnership to work on the game together. Of course, that’ll involve convincing them this project idea will succeed, and that you’ll hold up your end of the deal.

Coordinating big projects is tough without capital. But I wish you the best of luck.


TL;DR: this looks like a really time consuming project for very little reward.


EDIT: if you want to make a hunger games style game, perhaps just manually build two or so arenas. If your game can get a followership & money, then you might find it worthwhile to return here and offer a little more for a terrain generator.

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My friend is pretty good with terrain generation, except he isnt in the devforums. His name on Twitter is @ByDefaultGames if you want to get in contact with him. He said he would love to do it!

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Hire me permanently

If you keep ownership of the code (which at $R 40,000 you should), I think a system may be resellable. I would certainly be interested in purchasing a dynamic modular system, especially if it’s programmed by you, blobbyblob.

I’ve worked quite a bit with smooth terrain before, and I have my own procedural island generator.

One thing to note for whoever does this is that you can’t instantly generate terrain, ROBLOX doesn’t work fast enough with Lua over the 3D grid (as far as my experience has gone). What you can do is on server startup, copy the terrain from a TerrainRegion into real terrain. Since I’m pretty sure this is about the equivlent of C’s memmove, you get really nice performance.

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