Generating the basic world shape

Orbis Infinitas will be coded in Java. It’s a good choice for my goal and I have a lot of experience with this language, especially because I had to work a lot with Java during my academic studies in Bamberg, Germany. At the moment I’m working at the basic stuff for the game – this includes the tile map engine, which already runs in a very basic way and of course the procedural generation of the world map.

At the beginning I have to talk a little bit about the game world structure in Orbis Infinitas. One tile will be a representation of a plain with the size of one square meter. Tiles are part of a game world structure I call Small Chunk. A Small Chunk is a quadratic area of 64 by 64 tiles, which are 4094 tiles in one Small Chunk.

A quadratic area of 64 by 64 Small Chunks forms a game world structure I call Medium Chunk. Furthermore a quadratic area of 64 by 64 Medium Chunks forms a game world structure called Big Chunk. At the end a quadratic area of 64 by 64 Big Chunks forms the top game world structure called World Chunk. This allows a very good creation of the game world in a procedural way.

At the moment I’m working at the generation of the top World Chunk, which will define the basic shape of the big gaming world based on the seed given at game start.

Here are some examples of generated basic world shapes:

Seed: Amy

Seed: Amy

Seed: Daniel

Seed: Daniel

Seed: Foggy

Seed: Foggy

Seed: Julie

Seed: Julie

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