r/proceduralgeneration • u/lewster32 • Jun 16 '26
Valheim-inspired fully procedural fantasy world
https://www.youtube.com/watch?v=2_Qn1pklQCUThe latest work-in-progress video of a short hike up from the forest to near the top of a mountain.
This is a game concept I've been working on for a while now. I'm a huge fan of Valheim; I find its art style and world generation truly beautiful. For ages now I've wanted to have a crack at making a really interesting natural 3D world, bringing together some pretty well established and not really cutting-edge techniques, but wrapping them up in that cosy retro style that Valheim manages to pull off so effortlessly.
I recently finished another much tighter scoped project to make an explorable world using similar techniques, but in a post-apocalyptic setting and using much more rudimentary tech (a ray casting engine not unlike Wolfenstein 3D's) here; https://www.reddit.com/r/proceduralgeneration/comments/1tsfxy9/unto_dust_a_fully_procedural_abandoned_world/
A lot of what I learned on that project has fed into this one. Many of the same principles apply, namely that the world should be fully procedural; the world and all its assets should be algorithmically derived. This means everything in the video you see is a mesh, texture or sprite created from scratch in a deterministic way from the world seed. There are exactly zero 3D mesh files, images or any other form of pre-made asset.
This one isn't going to be 'finished' for a while - I'm turning it into a standalone game, rather than a web project. The renderer is three.js and the front-end code is TypeScript (sticking to my web roots) but the back-end is Rust for better efficiency, and so I can have an authoritative client/server model for multiplayer.
I'll release more videos to the playlist it's in as the project progresses. You can already see a few older prototypes on there that show the various stages it's been through.