Monday, June 6, 2016

Sea Trading Game- More realistic worlds!

At long last, I'm starting to have more realistic looking worlds. I tried a number of techniques to generate the worlds, I ultimately settled on something similar to Jon Gallant's procedural generation in his blog. Here's an example of one such world created:

I still have a few kinks to work out, but I'm happy overall with the design! The ship is now randomly placed. The world is now cylindrically mapped, meaning you can move almost seamlessly from the left hand side to the right hand site. I've made quite a few other changes as well, it's starting to look like a real world!

On tap for this week is to continue to make the land more realistic. I'm planning on adding texture to the land, make islands unique. I might add in costal land, which might have some hazards associated with it, I'm not sure yet. I will add in a lakes feature, which will cause them to look different than other locations. I'm also planning on tweaking how the land masses are created. Another large problem is the city distribution, which has way too many at the poles, for instance. As you can see, the current pattern shows some promise, but it isn't quite what I had in mind. There's also a whole host of performance issues that I'm planning on working through. Stay tuned for more!

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