Yup! already have it in the shape I was hoping for by the end of the jam, and continuing to work on it past that. Will post those updates to itch once the jam voting is closed.
FracOMac
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Yeah, it actually took a lot less time than you'd think to get the procedural gen part working. Same principles as something like minecraft, just at a simpler level.
Initial version had two scales of noise that I sampled for height and moisture to determine water/dirt/grass placement. And then I just spawned random foliage per square based on a different kind of noise. That got me to 90% of what you see in this version. I wasn't happy though with fully random foliage though and so for the end result I got a little fancier and have independent noise channels for each foliage type to get the "density" of foliage at each spot, and then roll a random foliage based on the weighted random list generated based on that. That got pretty good clumping and mixing of various tree types and such, so thats where I left it.
Then, I just save out the changes that the player makes to the world so that we don't respawn trees they cut down or re-grow dirt that was planted on, etc.
Yeah, I wanted to flesh it out with a building system and animals and such. There is a crafting system too that exists but just not surfaced outside of a dev menu yet since you can't actually build the crafting table, etc. Going to continue updating it after the gamejam too, at least to get the current half finished and more interactive content surfaced.
