![]() Instead, I used a graph structure to model the things directed by gameplay constraints (elevation, roads, river flow, quest locations, monster types) and noise functions to model the variety not constrained by gameplay (coastline shape, river placement, tree placement). Most procedural map generators, including some of my own previous projects, use noise functions (simplex noise, midpoint displacement, fractal, diamond-square, perlin noise, etc.) to generate a height map. ![]() I generated maps with polygons, then rasterized them into tile maps that looked like this: What could I do with 1,000 polygons instead of 1,000,000 tiles? The distinct player-recognizable areas might be useful for gameplay: locations of towns, places to quest, territory to conquer or settle, landmarks, pathfinding waypoints, difficulty zones, etc. I usually make tile maps but instead used a different structure. I wanted to generate interesting game maps that weren’t constrained to be realistic, and I wanted to try some techniques I hadn’t tried before.
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