Has anyone had any luck with procedural world generation?
I am currently working on taking a semi-generated world heightmap, and turning it into a auto-generating game-world - according to the map provided.
The theory of it would be that the heightmap information contributes to the detecting the biome type. Once you get the biome type, you get a rough idea of what sort of area should exist in that specific cell- Coast, Grasslands, forest, mountains, swamps etc
In order to keep things fresh looking, each biome would have maybe 10-20 different variation of area templates to choose from. Different placeable placements, caves, trees etc
Every area would use a trigger to go north, south, east and west - taking the player into the next area according to the height map information. Each trigger would generate the next area in the world as per the design.
Eg: If you are in area - 50,34 - going north to 50,33 : this would cause nwscript to generate that next area on demand.
I’ve worked out an algorithm that accurately enough detects coast lines etc - so it should be possible to make it determine which way the coast line is facing etc.
The CreateArea function from nwscript would be the main facilitator of this system.
Just wondering if anyone has tried anything like this already?
Below is an example heightmap - each square representing roughly one nwn area - sandy brown = coast, blue = water, grey = height map elevation.