Gun.Smoke Day 2

overworld

Map generation stuff today… Got a pretty good overworld generator worked out this morning. Three parts to it… First it uses the squares position to find out what is the most likely set of tiles to choose from… so if x < rand(mapWidth) it’ll go for a set of tiles in the east… this obviously becomes less likely as x increases, so you get a nice gradual map change. Next it picks from that areas tile types in order of frequency. Lastly it uses Cellular Automata to group things together more evenly… Still needs a bit of tweaking… But going well so far…

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