by Peter » Wed Nov 11, 2009 12:40 am
If a river moves to the lowest adjacent tile that is not a river, it will actually automatically make lakes; when it flows into a low point, it will fill all the low point until it can "overflow."
I've greatly improved the generator. I got rid of snow and added moors as separate from heath. I still need to make a new height generator, but the current map processor is roughly ten times more efficient.
It also has a moisture index that is compared to the height map, so moist terrain like swamps and forests are found together, and the dry grassland regions are separate from other terrains. I think it's getting better.
Weather, temperature, and tides all tie into mapmaking, by the way. If you want seasons or climates, and thus weather, tile types are going to have to change regularly and in bulk (for instance, from dirt to mud or from grassy to snow-covered grass). Climates in particular would be challenging to add to this kind of generator... though I think it could be done.
My maps would not be used for actual gameplay. All I'm really doing is a proof-of-concept work. If Jorb and/or Loftar (if they are not, in fact, the same being) are interested in using the technique, then they will probably make a similar but purpose-built program along these lines and with the post-processing effects needed.
Surprise.