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(+1)

Hi,

it's quite incredible how you kept focus on your game for so long, I saw the first posts compared to what you got now, it has been a long way ! Congratulations for that.

Regarding procedural generation, I don't know QBasic, you'll get great results using Perlin noise, even if you don't have ready-to-use library or code, it's not that's hard to implement. It generate very nice smooth patterns full of clouds that can be turned into mountains and water for a on-the-ground game (exploration/mining, RPG, whatever), in space like your game, you'd to decide which level is what, for instance you can generate value between 0 and 9 (after rounding up), each one could be bonuses, resources and some enemies.

It's also pseudo-random, so the same seed will always produce the same pattern, useful for testing.

Here is a little example of what I've made years ago in C# & MonoGame using hex numbers instead of tiles for debug (with SharpNoise library):


Like the quotes you add to your posts ;).

Cheers.

Hi Infini-Creation, thanks for the kind words and feedback! 

Perlin noise does sound intriguing and I've seen it mentioned quite a bit when I was researching procedural generation. Simplex noise is another type I remember being talked about. 

Your InfiniteTileMap looks like an efficient tool for debugging. Not sure if you are in the process of making any games, but I wish I had made more debugging tools like that early on because it saves so much time troubleshooting problems as the project gets larger.

(+1)

You're welcome ;).

There are a few algorithms for noises, Perlin and Simplex are two of them, I guess there is no need to fully understand everything behind for using them, and implement them may not be too hard to do if no one already done for the language you use, in C++ there is quite a huge probability some already exists.

It was in fact not fully debugging tool, then numbers are just to have a quick view of what was generated, then replaced by tiles gfx, it become a nice world to play on like below when it is partially done:


here with some "developer's assets".

The strength of using noise allow to have an actually infinite worlds with very tiny memory footprint as the same seed generate the same map and "moving" is just generate a new map with a little shift in each step to one direction.

I guess this is experience talking, as a professional software engineer, I did lot's of such small step to move forward with the least possible issues (it's like building a house, starting by foundations which have to be strong) and I'm always interested by making game but never really get fully committed to I've only started doing some core stuff, until now maybe, Godot is very great tool and simplify a lot's of annoying low-value work.