Recently, I was talking with @darkcloak about some random coding stuff, and I said I would be able to create the basics of Terra Nil in a week (if you don’t know what Terra Nil is then look it up).
So that’s what I’m doing now.
But since Terra Nil is an isometric game, I had to figure out both how to make basically an isometric tilemap, and how to randomly generate the terrain. I’ve gotten pretty far (three days in though) and I figured out an array system for it and a world gen thing that works okay.
This topic is for all the isometric tilemap/world gen stuff I’ve been working on for the game.
So far, I’ve made a riverbed and land creation system, which I’ve adapted to the canyon generator below:
This is something I am very proud of, and here are some settings that I think produce the best results:
- 15 or 20 world size (minimal lag) (no I don’t know why you can enter a 6-digit world size, either)
- 80% canyon density (creates best layer variability)
I’ll leave the rest for other people to find out.
Also, here’s the Terra Nil generation so far (Version 3):
If anyone wants an explanation of how either of these works, please ask.
If anyone wants me to do a full game with the canyon generation, please say so below:
- Make a full game out of it!
- I don’t care, but sure.
Also does anyone know how to further optimize the Terra Nil world generation? It lags at larger world sizes for some reason and I need it to work at larger world sizes (50+).