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(+2)

thank you for your kind words and advice! The generation was just different seeds of perlin noise to create ore clusters and caves, although a cellular automata approach would be interesting.

(+1)

Ah, I see. I never would have guessed the project's ores and caves had used the same process. Cellular automata for terrain generation was all the rage back in the day when I first got into game dev; nowadays, though, the hot thing seems to be so-called "wave function collapse." Of course, the latter might not be entirely relevant for this situation, I just wanted to mention it while we were on the topic in general. Love this stuff!

(+1)

I'm going to have to try something like that for one of my game jams soon! I love procedural generation, but it's so hard to implement in a game jam setting, so I was extremely impressed to see that.

(+1)

Not sure how hard it is to implement perlin noise procedural generation in other engines, but Python made it very easy with the perlin_noise library. Definitely a cool feature to implement during a short time constraint!