A little side project I'm working on, might have something come out of this. It literally was just a spur of the moment what-if thought when I was in the kitchen today but I decided to try to make at least a terrain gen basis and see where that goes. I'm likely going to develop it beyond terrain-gen but that's the most important thing to first draft out, development wise.
So, I had this idea. What if Minecraft's famous Aether mod was 2D and a sandbox-platformer? That's the idea. So it's kind of a personal project/fan-endeavor/demake to challenge myself.
Coming soon. I'm tired and need a nap.
*Very early alpha build. This build is thin in terms of content so not much is really here besides terrain-gen prototyping.
*Feature: barebones island generation
*Random invisible sectors are picked as spawns and then the engine generates four random blocks: holystone or aether dirt. Afterwards, using another tile called "air checker", this tile is spawned on each air block on top of new islands and it uses a simple check: is this island surface overlapping with me? Then turn all the top-side blocks into grass.
*The terrain gen uses "helper templates" to help make generation a bit more controlled (helps to avoid islands colliding while still allowing for randomness) and said templates decide how many blocks, the shape of islands and they are 16x16 grids (whether irregular or straight-up squares/rectangles/etc) that the engine uses to place blocks on a grid. There will be more unique helper templates soon, this is just so I can test all the terrain gen quickly and prototype a working system.
|Screenshots and GIFs|
Very first terrain-gen test, the code was...shite
Second test after some code tweaks, now with top-island 'air checkers' to act as means to add grass to only top-tiles
Current terrain-gen code, much closer to actual proper generation for a game