Did you procedurally generate the terrain ahead of time, or are you generating on the fly?
Also, can I see your algorithm? (assuming its not proprietary)
Hi, the map is generated on the start of the layout, it’s a closed map, not endless as you can see if you move the player around a little bit.
This is a work in progress, and it’s very far from what I want to achieve, but my first approach for the map shape is any dungeon algorithm you like, then think that corridors are roads and rooms are big areas that you can drop anything you like.
The second part is to run loops for the different areas to give them bitwise numbers, then based on that numbers you know where each tile is, if it’s a border tile or if it’s surrounded by other tiles.
Now you can populate those areas you different types of items(houses, trees, fences…)
The third part is to have all tilemaps ready to be “autotilable”, as you can see those fences, trees or rural terrains are “autotilable”, and can have any shape.
This is a basic rough explanation, but I have already more than 300 events in my capx and is only about 20% of what I’m trying implement.
Any tips or ideas to implement other procedural stuff in the map are appreciated.