Among the many other related questions on the site, there's an often linked article for map generation: Polygonal Map Generation for Games you can glean some good strategies from that article, but it can't really be used as is.
While not a tutorial, there's an article on how Dwarf fortress world maps are generated. Basically you generate multiple layers of noise, for height, moisture, temperature, salinity. Then you'd use something like this:
enter image description here
Or this
enter image description here
to generate biomes based on the layers of noise you produced before. Typically this gives a fairly smooth transition between biomes and the transitions are logical. I also modify the moisture and temperature maps based on elevation. This naturally generates a "timber line" and produces rocky mountains with snowy caps.
I'm using this strategy my game and it produces maps like this very quickly:
enter image description here
Additionally, you can see me scroll through a few more maps at the beginning of this video.
And here's some more to get you started:
How can I create a random "world" in a tile engine? How can I create a random "world" in a tile engine?
How can I identify feature regions in a procedurally generated world? How can I identify feature regions in a procedurally generated world?
How do I create tileable solid noise for map generation? How do I create tileable solid noise for map generation?
Among the many other related questions on the site, there's an often linked article for map generation: Polygonal Map Generation for Games you can glean some good strategies from that article, but it can't really be used as is.
While not a tutorial, there's an article on how Dwarf fortress world maps are generated. Basically you generate multiple layers of noise, for height, moisture, temperature, salinity. Then you'd use something like this:
enter image description here
Or this
enter image description here
to generate biomes based on the layers of noise you produced before. Typically this gives a fairly smooth transition between biomes and the transitions are logical. I also modify the moisture and temperature maps based on elevation. This naturally generates a "timber line" and produces rocky mountains with snowy caps.
I'm using this strategy my game and it produces maps like this very quickly:
enter image description here
Additionally, you can see me scroll through a few more maps at the beginning of this video.
And here's some more to get you started:
How can I create a random "world" in a tile engine?
How can I identify feature regions in a procedurally generated world?
Among the many other related questions on the site, there's an often linked article for map generation: Polygonal Map Generation for Games you can glean some good strategies from that article, but it can't really be used as is.
While not a tutorial, there's an article on how Dwarf fortress world maps are generated. Basically you generate multiple layers of noise, for height, moisture, temperature, salinity. Then you'd use something like this:
enter image description here
Or this
enter image description here
to generate biomes based on the layers of noise you produced before. Typically this gives a fairly smooth transition between biomes and the transitions are logical. I also modify the moisture and temperature maps based on elevation. This naturally generates a "timber line" and produces rocky mountains with snowy caps.
I'm using this strategy my game and it produces maps like this very quickly:
enter image description here
Additionally, you can see me scroll through a few more maps at the beginning of this video.
And here's some more to get you started:
How can I create a random "world" in a tile engine?
How can I identify feature regions in a procedurally generated world?
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Among the many other related questions on the site, there's an often linked article for map generation: Polygonal Map Generation for Games (youyou can glean some good strategies from that article, but it can't really be used as is). Also, while
While not a tutorial, there's an article on how Dwarf fortress world maps are generated. Basically you generate multiple layers of noise, for height, moisture, temperature, salinity. Then you'd use something like this:
enter image description hereenter image description here
Or this:
enter image description here
to generate biomes based on the layers of noise you produced before. Typically this gives a fairly smooth transition between biomes and the transitions are logical.
That's the same strategy I'm using for my game, and it produces maps like this:
enter image description here
I I also modify the moisture and temperature maps based on elevation. This naturally generates a "timber line" and produces rocky mountains with snowy caps.
I'm using this strategy my game and it produces maps like this very quickly:
enter image description here
Additionally, you can see me scroll through a few more maps at the beginning of this video.
And here's some more to get you started:
How can I create a random "world" in a tile engine?
How can I identify feature regions in a procedurally generated world?
Among the many other related questions on the site, there's an often linked article for map generation: Polygonal Map Generation for Games (you can glean some good strategies from that article, but it can't really be used as is). Also, while not a tutorial, there's an article on how Dwarf fortress world maps are generated. Basically you generate multiple layers of noise, for height, moisture, temperature, salinity. Then you'd use something like this:
enter image description here
Or this:
enter image description here
to generate biomes based on the layers of noise you produced before. Typically this gives a fairly smooth transition between biomes and the transitions are logical.
That's the same strategy I'm using for my game, and it produces maps like this:
enter image description here
I also modify the moisture and temperature maps based on elevation. This naturally generates a "timber line" and produces rocky mountains with snowy caps.
And here's some more to get you started:
How can I create a random "world" in a tile engine?
How can I identify feature regions in a procedurally generated world?
Among the many other related questions on the site, there's an often linked article for map generation: Polygonal Map Generation for Games you can glean some good strategies from that article, but it can't really be used as is.
While not a tutorial, there's an article on how Dwarf fortress world maps are generated. Basically you generate multiple layers of noise, for height, moisture, temperature, salinity. Then you'd use something like this:
enter image description here
Or this
enter image description here
to generate biomes based on the layers of noise you produced before. Typically this gives a fairly smooth transition between biomes and the transitions are logical. I also modify the moisture and temperature maps based on elevation. This naturally generates a "timber line" and produces rocky mountains with snowy caps.
I'm using this strategy my game and it produces maps like this very quickly:
enter image description here
Additionally, you can see me scroll through a few more maps at the beginning of this video.
And here's some more to get you started:
How can I create a random "world" in a tile engine?
How can I identify feature regions in a procedurally generated world?
Among the many other related questions on the site, there's an often linked article for map generation: Polygonal Map Generation for Games (you can glean some good strategies from that article, but it can't really be used as is). Also, while not a tutorial, there's an article on how Dwarf fortress world maps are generated. Basically you generate multiple layers of noise, for height, moisture, temperature, salinity. Then you'd use something like this:
enter image description here
Or this:
enter image description here
to generate biomes based on the layers of noise you produced before. Typically this gives a fairly smooth transition between biomes and the transitions are logical.
That's the same strategy I'm using for my game, and it produces maps like this:
enter image description here
I also modify the moisture and temperature maps based on elevation. This naturally generates a "timber line" and produces rocky mountains with snowy caps.
And here's some more to get you started:
How can I create a random "world" in a tile engine?
How can I identify feature regions in a procedurally generated world?
Among the many other related questions on the site, there's an often linked article for map generation: Polygonal Map Generation for Games (you can glean some good strategies from that article, but it can't really be used as is). Also, while not a tutorial, there's an article on how Dwarf fortress world maps are generated. Basically you generate multiple layers of noise, for height, moisture, temperature, salinity. Then you'd use something like this:
enter image description here
Or this:
enter image description here
to generate biomes based on the layers of noise you produced before. Typically this gives a fairly smooth transition between biomes and the transitions are logical.
That's the same strategy I'm using for my game, and it produces maps like this:
enter image description here
And here's some more to get you started:
How can I create a random "world" in a tile engine?
How can I identify feature regions in a procedurally generated world?
Among the many other related questions on the site, there's an often linked article for map generation: Polygonal Map Generation for Games (you can glean some good strategies from that article, but it can't really be used as is). Also, while not a tutorial, there's an article on how Dwarf fortress world maps are generated. Basically you generate multiple layers of noise, for height, moisture, temperature, salinity. Then you'd use something like this:
enter image description here
Or this:
enter image description here
to generate biomes based on the layers of noise you produced before. Typically this gives a fairly smooth transition between biomes and the transitions are logical.
That's the same strategy I'm using for my game, and it produces maps like this:
enter image description here
I also modify the moisture and temperature maps based on elevation. This naturally generates a "timber line" and produces rocky mountains with snowy caps.
And here's some more to get you started:
How can I create a random "world" in a tile engine?
How can I identify feature regions in a procedurally generated world?