Inspiration

Some inspiration was drawn from the Dwarf Fortress game, where the generation of the world is not limited to the terrain, but also the societies.

What it does

What it is meant to do is to take a heightmap and populate it with little civilisations.

The bits that are done: [x] An initial analysis of the heightmap to find where the land is wet, and where it is warm. This is for finding how much food is available and suchlike. [x] A way to display the analysis and the initial heightmap (although for some reason it puts them on top of each other) [x] A detailed plan for the components [ ] Putting people on the map [ ] having the people do things like move, eat, drink and build. [ ] making it actually look good

The analysed landmass looks something like this: ugly, innit (the input was this:) not much better

How I built it

We used the haxe programming language and the openFl framework. The initial discussion lasted a long time, for various reasons, such as time zones. Eventually the roles were defined, and we got to work.

Challenges I ran into

Mark:

The tutorial for displaying a bitmap using openFl did not work. For some reason, it couldn't compile. Eventually, I found a simpler method, and that worked.

Accomplishments that I'm proud of

Mark:

Compiling a programming language while also being in a zoom call.

What I learned

Mark:

Sometimes tutorials are more pain then they are worth. Going straight to the reference manual might be more worth one's time.

What's next for World Generator

Mark:

Adding people, working out some sane way to place food, improving the analysis part, those all probably need doing.

Built With

  • haxe
  • openfl
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