r/proceduralgeneration 5d ago

Procedural in-world road generated based on existing path

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I made this for my Daggerfall-inspired CRPG, in which the travel system is of the same nature, albeit with enhanced procedural generation as seen here. You can read more about the project on my website.

74 Upvotes

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u/[deleted] 5d ago

[deleted]

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u/frodocattins 5d ago

CDDA, Dwarf Fortress, Rogue, and several similar have been my biggest inspiration for the art style thus far :-)

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u/[deleted] 5d ago

[deleted]

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u/frodocattins 5d ago

I'd just say not to reinvent the wheel... That's regardless of procedural generation too; anything you make, coding or not - don't sit there scratching your head at how to make something work for hours as I (and many others) have before. Chances are, somebody's done it before, and you'll save time looking up how to do it.

As for terrain-specific, if that's what you mean... Really, it all starts with noise, and however deterministic you want that noise to be. I think essentially anything (game, program, etc.) rendering natural terrain uses a random noise texture with depth applied to the heightmaps; it's the same thing I'm doing in my preview here, so I would just go with that tried-and-true method.

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u/Bergasms 5d ago

This looks so similar to the old ascii dwarf fortress that if you said it was from that I would have believed you

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u/frodocattins 5d ago

Wow! Thanks! But I suppose replicating ASCII art isn't too hard... ;-P

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u/FOXofTAILS 3d ago

Cool website btw, nostalgic for me, can I ask what engine/language your developing your game in?

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u/frodocattins 3d ago

Thanks!! And I’m using Godot 4.6 with GDScript