Indie game developers struggle with map generation
15 posts across 4 communities in the last 60 days; 47% from r/IndieDev.
“I’ve tried making a map with various other map overlay inputs. VERY PAINFUL. It had to redo its mistakes 15 times and I’m still not sure it is accurate. All inputs are online and sourced. Repeated the same mistakes multiple times even though I called the mistakes out. Why so bad…”
“A problem I ran into while building a streamed procedural world was letting each chunk decide its own structures. Neighboring chunks could make conflicting decisions, and a house spanning a boundary became difficult to keep deterministic. I moved structure planning to larger…”
“Hey guys! I am super new to game development and its become a massive headache trying to figure out where to find information that I need for certain aspects of my games. For instance, I want to make a 3D low poly game with procedural map generation. It would be indoors and…”
Multiple indie game developers are seeking advice and resources for procedural map generation in 3D environments, specifically within Unity. They express difficulty finding clear information and guidance on implementing this feature.
SOURCES (15)
“Description VectorCraft is currently missing a way to easily distribute shapes or objects along a vector path. Designers need a native option to select a custom object (or group of objects) and bind/loop them along a drawn stroke or curve—similar to the "Object on Path"…”
“I am working on an RPG game with a procedurally generated overworld and dungeons. The world itself is based off a seed hash such as in Minecraft or Valheim. The noise used to generate is 2D gradient (Perlin-style) with lattice gradients taken from the seed hash. I like to think I studied and took my favorite elements for the world gen of both games I mentioned, to achieve a nice variety of landscape suitable for exploration. It is still a work in progress, but I already am capable of walking and”
“I know you can use noise to create the base of a terrain in Blender but these maps have a lot of very obvious "points of interest" that have to have been hand made in some way, like the giant hole in The Forest. And how do you possibly go about texturing something that big so that it looks natural? submitted by /u/VG_Rickly [link] [comments]”
“It samples fractal Perlin noise for elevation, moisture and temperature and then decides which biome gets assigned to each location (Grassland, Forest, Swamp, Desert, Mountain, Snow, Water). I then added some further logic to decide which ground hextile to assign and to place additional objects like snowy mountains, hardwood/softwood, etc. submitted by /u/ichbinhamma [link] [comments]”
Hi everyone, I wanted to ask if anyone has experience with algorithms to make a satisfying roguelite map. I'm wondering what algorithm you guys like using and maybe some tips for how…
“Hi everyone!! I wanna get into game dev but I’m not sure what’s the best way to go about making my game map. Like for example what is the best place for me to draw everything and then export it to godot (or can I draw in godot)? I’m thinking I want to do a 2D pixel map similar to Stardew Valley. Any advice is greatly appreciated!! submitted by /u/erins_username [link] [comments]”
“I started working on my first big project a few weeks ago and I finally managed to get these procedurally generated layouts by organizing pre-made rooms. Little dots are enemies and collectibles, while the big red line (its a baseball bat) is the target enemy you have to eliminate. All assets are placeholders and rooms will have walls. What are your thoughts on it? submitted by /u/Loracer33 [link] [comments]”
“I’ve tried making a map with various other map overlay inputs. VERY PAINFUL. It had to redo its mistakes 15 times and I’m still not sure it is accurate. All inputs are online and sourced. Repeated the same mistakes multiple times even though I called the mistakes out. Why so bad at this? submitted by /u/barfbutler [link] [comments]”
“Finally after years of learning procedural generation, how to set rules and parameters to have a very organic looking world, I almost completed my procedural world generation. All it takes as input is a few splines for freeways, a landscape and it will create cities, biomes, suburbs, waypoints, freeways, intersections, splines, buildings, props... And it's resulting points cloud to send to unreal pcg. So no need to to manually create nav path as the tool create it itself. This is a screensho”
“A problem I ran into while building a streamed procedural world was letting each chunk decide its own structures. Neighboring chunks could make conflicting decisions, and a house spanning a boundary became difficult to keep deterministic. I moved structure planning to larger generation regions. Each region derives a deterministic seed, picks candidates from biome and global pools, and validates height, slope, water, terrain type and spacing before creating a placement. When a chunk loads, it que”
“I’m building a small colony builder where I want a number of buildings to be procedurally generated in order to fit into different spaces. I’ve never use procedural generation before - the other two games I’ve worked on used 2D assets that were the same in each iteration. Is it easier to do it in 2D or 3D generally? My game isn’t so far along I can’t re-write it either way. I’m also still new to game development and I’m still debating the merits of 2D vs 3D. submitted by /u/alamohero”
“I thought it would be a good challenge to use three.js to create something that can help me build some blocky worlds. I was able to make an "Infinite" procedural flat world, and created a block system to build assets. Basically you open an asset editor, make a 3d object out of blocks, save it, and add it to your world. At first, I wanted to use block placement directly in the world, but it dropped my frames after just a few hundred blocks. Instead, I have a separate editor to create mo”
“Hey guys! I am super new to game development and its become a massive headache trying to figure out where to find information that I need for certain aspects of my games. For instance, I want to make a 3D low poly game with procedural map generation. It would be indoors and there will be key rooms and stuff that would spawn in each map (similar to binding of isaac but 3D). The issue is I have no idea where to start, and I appreciate any help or resources you guys have! Edit: I have been using Un”
