The world-design tag has no wiki summary.
24
votes
3answers
1k views
Algorithms for rainfall + river creation in procedurally generated terrain
I've recently become fascinated by the things that can be done with procedurally terrain and have started experimenting with world building a bit. I'd like to be able to make worlds something like ...
7
votes
3answers
415 views
Routes on a sphere surface - Find geodesic?
I'm working with some friends on a browser based game where people can move on a 2D map. It's been almost 7 years and still people play this game so we are thinking of a way to give them something ...
5
votes
1answer
106 views
How to create a reasonably sized urban area manually but efficiently
I have a game concept that only really works in an urban area that is of reasonable scale and diversity. In terms of what it should look like, think GTA, in terms of the size think more like a small ...
2
votes
1answer
661 views
Help with a Fast 2D Grid-Based world rendering technique
First I'm going to give you my current situation and explain what I'm attempting. I will then pose my question below. I will attempt to include a "TL;DR" for those of you who prefer things to be ...
23
votes
2answers
986 views
Is there a way to procedurally generate the history of a world?
I am somewhat intrigued by the diagram found here representing 1800 years of cultural history in an imaginary world some guy created.
This sort of thing would seem to have strong applications for ...
0
votes
4answers
380 views
How can I know how big my game “world” should be?
here is the world map (randomly generated) for a game I'm making:
The green rectangle corresponds to the size of one screen. Each pixel represents 3x3 tiles in my game, this makes the whole map be ...
6
votes
2answers
330 views
Maintaining Consistent Scale (2D games)
How do people making 2D games maintain a consistent scale for everything in their game?
Say I'm coding an RPG. A house needs to be proportionally bigger than a person; an item, smaller. Everything ...
3
votes
2answers
210 views
How to design player attribute updates in persistent game worlds?
Take a game with a persistent state that can continue even when players are not online. E.g. your player enters into a fight and loses some health points which are replenished 1 point every five ...
29
votes
8answers
2k views
Procedural world generation oriented on gameplay features
In large procedural landscape games, the land seems dull, but that's probably because the real world is largely dull, with only limited places where the scenery is dramatic or tactical.
Looking at ...
19
votes
4answers
736 views
How to implement a never-rebooting test world?
Am looking for ideas on how to do the following: I want to write a simple "world" in Java. One which I could start and then add new objects later at a later date to simulate/observe different ...
0
votes
4answers
300 views
Techniques for mapping “nodes” and paths between nodes in a world space that extends in three dimensions
I'm trying to create a travellable map/world. I want to model able-to-be-occupied nodes/tiles/locations and allowed paths between them to create a space infinitely able to be built upon in all ...