A Tiny Bit Of Growth
The static world and story are in place, enough for the game length to be tweaked, and for the procedural generation system to show its necessity. Of course, we don’t have one yet, which is a great opportunity to demonstrate why we need one:
Normally, the player starts the game without a boat or airship, so they can’t travel over mountains (brown) or sea (blue). The first objective in our static game is for the player to gain access to a boat, but the algorithm that finds suitable objective locations is blind to the current map design. It’s chosen the location of the boat objective to be over the sea – not great!
There are plenty of ways around this, but what I’m hoping to end up with is a system that generates maps and objective sequences in tandem, so that it can react to a map design that doesn’t have any towns in by scheduling objectives that don’t require them. I’ll post more about this tomorrow if I’m still on good terms with my codebase!
