Wednesday, December 2, 2015

Infinite Terrain Generation

In my main game, we are working on implementing infinite terrain using procedural generation. Instead of using perlin noise, we're trying a new form of generation where a flat ground plan is created and features are created on top of it. Generally there are two types of features we're using, large ones and small ones.. The large ones are created first, such as hills and mountains. The smaller features are then generated on top of the larger ones, creating a dynamic terrain. The flat plain at the beginning is made of basic flat ground, and is created in a tile structure. The tiles are randomly picked based on the ones surrounding it, so snowy tiles are next to other snowy tiles, creating a snowy biome. We can also generate lakes and caves that can take up more than one tile, creating oceans. This type of procedural generation is working great for us so far, creating very good looking terrain. Here's some screenshots of the terrain so far

Tuesday, December 1, 2015

My game Prototype

Lately I've been working on my main side project Prototype, a game where you must survive against an army of enemy probes in a very small town. If you want to try a very early alpha version click here. I plan to add some more maps in and make them look much better, and I'm currently working on a multiplayer coop system. This system would allow any player in the world to connect with any other player in the world as long as they know the other persons IP address. The final beta build should be finished mid December (probably around two weeks from now), and I hope to release it on Steam around Christmas. Everyday I write about progress made on the dev blog here.