computer science, programming and other ideas
This week, I have continued to work on the object placement system that I started to implement last week. I entitled this article “Forest generation” as we will place trees, but we will also place other decorations that will fill biomes such as plants, bushes, rocks, carcasses, etc.
This week, I finished the rasterization of polygonal maps that I started to implement last week. Then, I improved my renderer to be able to display worlds way larger than before. Finally, I started to fill the biomes with some decorations and vegetation.
This week, my goal was to generate the world in which the players will move from the symbolic map I worked on the last weeks.
The examples in this article are quite small (600x600 tiles) to be able to see the whole world at once. The worlds in Vagabond will be way larger.
In this week’s devlog, I take up the map generator where I left it last week. I explain how I improved cell borders and added rivers, cities and roads to the map generator.
In this first devlog about Vagabond, I am going to talk about the map generation algorithm I have started to design. Indeed, in Vagabond all the maps will be procedurally generated.
Firstly, I will list some of the constraints that will influcence the design of the map generation pipeline: