I need to generate tile data for an island based rpg, my goal is have something that looks like this (mountains not required):
For the past few days I have been trying to figure out a satisfactory way to generate tile data that will give me varied and natural islands, such as in the example above.
I've tried using Unity's Mathf.PerlinNoise but the results are far too random, and I can't see a way to get it to generate a single island.
Using LibNoise I was able to get slightly better results, although the generation seems to be significantly slower and perhaps better suited to 3d terrain. Similarly however, I can't see a way to set the Octaves/Frequency/etc, so that I get a nice single island each time.
While there are a fair amount of resources online for perlin/noise in general, it mostly seems to be aimed at 3d terrain and height, where I simply have a 2d array of int for my tile data, that maps to either water, sand or grass and needs to be generated in such a way that sand/grass are grouped together logically to form an island.
Any help would be greatly appreciated!