#4 Random map generation 1


Today I started working on better random map generation, before I used only random selection of values between 0-100 and based on the probability I chose the appropriate box. For a more realistic representation of rocks, I decided to rework the system to use "perlin noise", which creates "two-dimensional waves", we can "trim" the tips and get the required ores. 

Now the system is in the first phase, for each ore I generate its own "perlin noise", the map is then created by adding these partial maps. This approach has the disadvantage that the individual ores may overlap, but compared to the previous random generation, the map looks much better. It is still necessary to introduce another function / wave that will influence how the ore is represented through the height of the map, the more expensive metals should be thrown deeper and vice versa. 

For this part I used videotutorial from youtube channel "Sebastian Lague", part of this tutorial is also creating a function where you can create a map directly in Unity Editor, without starting the game, which allows me to change parameters of individual "perlin noise"

I have also introduced a different richness value for each ore, so the map will look much more realistic if it has deposits that contain less + more rich ore.

I also introduce simple map discovery system, now whole map is hiddent and you need to explore it, later i will make upgrades for better view and some radar gadgets as well as minimap 

Things that i done:

-using perlin noise for generating each ore individualy

-created Editor function to preview map in Editor

- created simple map exploration system

-introduce ore richness



Preview of random map generation:


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