Tag Archives: procedural generation

Background Facts and Future Plans

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In this post I want to give some background information about the Experimental Gameplay Project February entry “Infinite Floating Islands“. These will cover some of the unrealized ideas and features of the game and some technical background. Additionally I will sketch some possible future plans what to do with my proof of concept. The basic […]

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Infinite Floating Islands

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And it is finished! After a week of regular evening game development, my entry for the experimental gameplay project’s February challenge is finished. You can download a windows executable here (Unzip and start ‘island.exe’): Infinite Floating Islands [Update:] Here you can find some background information and future plans for the game. [/Update] This is rather […]

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When algorithms fail

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As you can see on the screenshot below, the first test in creating new islands on the fly caused the connector algorithm to fail hard. It’s to late today to investigate this problem any further. As my personal deadline for this one-week challenge is in 23 hrs and as I am going to sleep now, […]

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The world is shaping up

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Worked on visualising the gameworld today, which yesterday only existed as numbers. Also scrolling works now. The two screenshots show the starting point of a world with the first few generated islands. Making additional islands on the fly is not yet triggered but one of the next steps to come. Further steps to implement are […]

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Testing the island generator

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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 […]

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Generating an Island

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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 […]

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