Procedural Generation.
- Tyler Moore
- Jul 16, 2020
- 2 min read
As mentioned in my last post, I talked about adding procedural generation to Industriopia. Well I'm supper happy to announce Industriopia now has randomly generated maps. As a game developer this a huge milestone and I'm really excited to see how this map mechanic will work with other features in the game. The generation is still heavily a work in progress, but it works! And will now make a great starting point to expand the on. Also, there's now a chance that water may or may not spawn on map! Which was exactly what I was looking for, as it gives the player a new challenge to face as their resources maybe limited and opting to other electrical sources. I think this will work really well gameplay wise, as it definitely comes under the strategy category within games.


The way I went about coding procedural generation for hills and water is through RNG which I talked about before in a earlier post. To make the hills, I made multiple tile maps that share the same sprites and layered them on top of each other. When we apply the 2D noise to the tile map it gives the impression that the land forms naturally and not artificially. The great thing about this method is that it can applied to almost anything you import to the engine, so for the next step I made some place holder trees to see how they would look in engine. These were the results..

Overall I'm super happy with how the game is coming together, the next step would be to fix the height of the tress as I feel like they're too short. You can probably see some of the trees are floating, that's something else I'll be fixing too. Hopefully in the future, I plan to add more variety of trees and other resources with this method.
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