Testing the island generator

Finished implementing the island generator, made some assets and built a testing module to view the results. Here are results for four different seeds composed from actual screenshots:

By the way, the island in the middle is the island generated in the last blog post.

Next step is to generate neighboured island and connect them to create a game world.

Generating an Island

Not much to show of yet but there is some progress on the procedural generation of the game world. So far you can put in a seed and with that size as well as buildings, npcs and decorations are generated with their individual type and position on the island. For testing purposes I write some information into the console which looks like this:

Island size: 12
Number of Buildings: 7
Number of NPCs: 1
Number of decorations: 2
Deco type 1 position 1
Building type 3 position 2
Building type 4 position 3
Deco type 3 position 4
Building type 3 position 5
Building type 3 position 6
Building type 2 position 7
Building type 2 position 8
Building type 1 position 9
Npc type 0 position 10

Just noticed I didn’t had two blocks wide buildings in my mind. Looks like I have to put in some additional work for that. Also the randomly generated look of the island’s bottomside is not yet implemented.

Experimental Gameplay Project – INFINITE WORLD

Today I start with my one week development cycle for the experimental gameplay project February challenge. The theme is “Infinite World” and I have an idea for an 1.5D exploration game. Here is a quick mockup of the main gameplay screen:

The game world will be randomly generated, persistent and practically infinite in two directions (left/right). Floating islands make the explorable content with different buildings and NPCs. Most probably I will make a fixed seed for the challenge version so every player gets the same world with optional reseeding.

For the record: My personal deadline will be 21st of February at 22:00 CET (UTC+1).