Instead of boring myself with the save and load chunk functions, I focused on procedural generation! A seed is selected in the beginning of the game, and it can be used to reproduce generation. Let's talk about how I plan for the generation to work, and what I have completed so far.
The generation will be done by creating a set of random points within the chunk (figure 1). These points will then be connected by a formula (figure 2). I am currently using the line formula to interpolate the points, but in the future ease curve functions will be used (figure 3).
As you can see in figure 1, 5 points have been generated. The first point generates roughly around sea level, while the other points rise above it. This can be set within the biome properties. The next few pics will show how these points can transform into beautiful procedural terrain.
Lastly, here's are the ease curves I was talking about (smoother interpolation between the initial random points).
This all may seem well and done when I write it and all, and I know that actions speak louder than words and that I tend to speak a lot about what I have planned. Here's a screenshot of it in action... the only thing I have done right now is the random point generation (still getting familiar with manipulating the grid).
Until next time!
November's monthly task is to finish the inventory rewrite (Crevis) and to begin drafting levels (Nesus).
The author of the blog is Niften, or Sour Apple. He posts daily near the end of the day, usually before 11:00 PM.