Problems with Procedural Generation of a robust world - Kayman Colvin
The Problem: The game is based around the procedural generation of a robust and varied world. While the details of the final look are being rounded out, the initial problems with creating a unique and original procedural generation method are proving very difficult. Between getting different areas of the world to come together in the proper orientation or even generating a basic layout to begin with are being met with constant roadblocks surrounding the generation method.
The Solution: I am continuing work on different generation methods, combing through tutorials and other developers takes on procedurally generated worlds to get an idea of how I might proceed. I am looking through tile-able world generation, but may change gears and work towards a more optimized line-drawing and expansion based system. This new system will generate a number of outward paths, and from there expand the walls of the level outwards from the line at random distances to create cave-like paths that move in multiple directions, updating and expanding as the player continues along their chosen path. I believe this method will prove to be easier and more expansive, as well as less resource intensive, than a tiled system that would choose the next tile based on surrounding placed tiles.
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Relicborne
A Roguelike of Monsters, Relics, and Survival
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