Early screenshot – Moving player and some textures

After changing the basic generation algorithm for the map system to Simplex Noise, here comes the first screenshot from a really early alpha stage. You can’t see it, but the player character ist moving with some nice animations based on a sprite system. We also have some testing texture in the screen, more coming soon…

And yes, you can walk into every direction and you might never see an ending… ;)


Major project rework – Simplex Noise

Almost three months since the last post… I did not have much time to work on this project, but now I’m starting again. First part of my work is a major rework of the map generation system.

Now I’m using Simplex Noise to generate greyscale heightmaps for further use. The implementation is very fast and it’s possible to generate seamless chunks as I need them – without a lot of work of merging!

Below you can see two heightmaps which can be put togehter without seeing any edges!


Climatic data is coming!

Another base feature is coming to the game: Climatic data will be used to define the vegetation, animals and monsters, building style and also things like politics and empires.

More information coming soon – just one picture for you!


First early ingame screenshot

Just did a little update on the project. The local tile map now uses the data from the Small Chunks, so we have water and land tiles, that are procedurally generated. Player character is just for testing, but it’s already possible to walk around and reach every point of the giant gaming world.

Have a look!


From World Chunk to Small Chunk

As I already explained in the last post, the game world structure in Orbis Infinitas is built up on four kinds of chunks. The World Chunk at the top, followed by Big Chunk, Medium Chunk and Small Chunk. This is used to create a huge world like the one you will see in Orbis Infinitas on the fly.

Today I reached a new goal: Basic map data is now procedurally generated based on the players global position and the chunk’s seeds.

Take a look at the picture below:


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

Welcome to Orbis Infinitas!

Orbis InfinitasĀ will be a procedural generated roleplaying game, where everything will be generated based on a given seed at the game start. This includes the world itself, cities and towns, dungeons and forests, empires and politics, characters and monsters, but also the whole story, background and quest system. Everything will be generated on the fly and a player can be part of a world that seems to have no borders. You can walk and walk into one direction and maybe you will never find the end of the world.

Secret of Mana

Secret of Mana

The graphics will be in a style you may know from older rpgs some years ago. If you can remember games like “Secret of Mana” or “Terranigma” from the good old SNES, you know what you can expect from this game project. I do not want to do the best graphics out in the world, it’s more important – in my opinion – to have the best gameplay and a well done procedural generated game structure. Additionally I just like the good old graphics of the golden SNES age and I’m sure that you do not need modern 3D grahics to create a good and successful game.

The size of the world will be big, feeling endless. The size of the world (including oceans) will be about 281,474,976 square kilometres! Yeah, that’s really huge. But the goal of Orbis Infinitas will be to create a roleplaying world that feels like a real fantasy world. I do not want to create a world, where you can reach the end of the world in a hour. In this game you will never see the whole world, but that’s okay. There’s nobody in our world, who saw every part on earth. But you will feel, that you are in big world, where global politics shape the world while you are playing and doing smaller stuff.

The name of the game is Latin. Two words: “Orbis” which means something like “circle” meaning the circle of a flat world. The other word “Infinitas” stands for “Eternity”. So Orbis Infinitas stands for an endless world where you will never find the end of the world or the end of your adventures. You can play and play and the game will continue your own story based on the seed given at the start and based on your decisions you made in this world.



No game will be the same game. Procedural generation makes it possible. There’s not only one game, there are almost endless versions of this game. Your starting seed, which can be any word you want, will create a world that will be not the same world as with another seed. But if you use the seed again you will get the same world. So if you found a good seed you can give this seed to other players and those will be able to play the same game in the excactly same gaming world. But as you go further and further in your adventure the world will change based on your decisions and the global politics. Starting with the same seed will give you the same start and the same world – but two worlds created with the same seed can be totally different after hours of gameplay.

I’m not a native speaker. I’m from Germany and so German is my first language. So excuse me, if I do not write in perfect English. I hope you just understand what I want to say… ;)