[I was going to post this as a reply to @WhiteBoxDev 's tutorial topic (Game Development Tutorials and Defold YouTube Videos) but I decided to start a fresh topic instead as I don’t want to hijack his. I recommend taking a look at it, the videos on procedural generation are great.]
I’ve finally taken a moment to have a first look at procedurally generated maps. I’ve taken a peek at Klayton’s Fractal Noise tutorial and source code. I have to say it’s a really excellent example, and it’s surprisingly easy to understand. Well done on all counts.
TL;DR: Fractal Noise is used to procedurally generate maps such as this:
I’m starting to extrapolate in my mind and I wonder if anyone has any thoughts or resources at hand. I promise I’m going to put in the legwork myself, just curious if you have any input!
First thing I’m thinking of, is how do we go about manipulating the noise to fit a certain type of output that we desire? From my experimentation, it does seem like you can get quite far just by tweaking the variables included in the example. But if we want really specific types of terrain, are there more advanced techniques? Thinking of something like running multiple passes of procedural generation from low resolution to high resolution - for example first creating a split of walkable / non-walkable areas, then doing another pass of generation to make those more interesting.
Another thing I’m thinking of is things like symmetry. For example, if we’re creating an RTS map for two players, we’d want to create two similarly bountiful patches of resources next to their respective starting locations. How do we do that? Or things like placing treasure chests - how do we place those in locations that make sense?
Again, I’ll do research and experiments myself as well, just curious if anyone else has gone down this path before.