I had been working on an indie game for several years, spending most of the time on the engine systems. I want to share a piece of the computer science research into generating procedural rivers and biomes and then cascading them into hierarchical levels.
In case you have may noticed its development from other social media, I will summarise that it now has a much more improved river generation system and it also now comes with biomes. I can now combine this solution with the existing isometric voxel system that I currently have.
For your convenience, this is what a level 1 cascaded surface biome map would look like.
And its corresponding river network.
Some of you might want to ask about the game instead.
What is Littlecube Valley?
Littlecube Valley will be an action-based RPG with survival gameplay in a medieval fantasy world made of colourful little cubes. Our primary inspirations are Cube World and Voxatron, with secondary influences from Ardacraft, Staxel and survival-based games. The content of the game will be developed in modules using major incremental updates.
These are some older development images, showing low levels of interior detail for the cottage.
You could also watch the last development video I added to YouTube.
The next step is to integrate both the procedural map system and the isometric voxel system together, to get a near-infinite game world and a hierarchical world map similar to that seen in the unreleased version of Cube World.
Previously last year, I showed that A* Search and Voronoi can be used to generate rivers on a procedurally generated world map and cascade for a near-infinite world. There were a number of glaring issues that needed to be resolved.
Today, the solution can now achieve the following :
1) River branching, braided river networks, varying river widths.
2) Height field generation using a numerical integration solution, which eliminates the use of coherent noise.
3) Hybrid method for terrain generation using pre-fabricated voxel data and procedural modelling.
The images below are the output from my procedural terrain generation system.
I have also compiled a video showing the progress in character animations and navigation around the terrain.
Our next step is to work on civilisation locations and road networks on the world maps. We also need to adding flora and fauna as world content, and attempt to convert the current coloured world maps into medieval fantasy maps as seen before in World of Warcraft and Warhammer Online.
The recent announcement of Apple Arcade has breathed new excitement into my project. I intend to submit my project to Apple one day and let them evaluate if the project could get funded.
My apologies for the late update and it has been about a year since then. Apart from reworking on the voxel game engine, I have also been working on procedural grass generation. This is the result after numerous iterations.
There are still a few more things to take care of, including new character designs before I update with a video on grass trampling and the blog post.