It's a good sign that I'm enjoying sightseeing in my own game. Those are some impressive cliffs you got there.
#GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen
It's a good sign that I'm enjoying sightseeing in my own game. Those are some impressive cliffs you got there.
#GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen
@thomastc That looks like a very hard coast to get up on. I’m not a fan of too many sharp, pointy bits like that(my personal taste goes in more for a science fictional ‘realism’), but the soft wavy hills cut off at the coast are appealing.
Is this pure procedurals, or is it manually-designed on some levels.
@su_liam Pure procedural.
The spikes are an artifact of the diamond-square algorithm used at the local scale. I am still pondering ways to soften them, because they are cool occasionally but way too common right now.
@su_liam That totally makes sense. I'd even call it "thermal erosion" and call the mask "softness" or something.
But a thing I want to try first is adjusting the weights of diamond-square so that points from older generations get more weight. No idea if it works, but it'll be interesting and novel (afaik).
The world-level terrain is mostly simplex noises btw, but D-S is nice because it gives me control over traversability. More details in my blog if you're interested!