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Map Generation

MarjoleinKaal edited this page Jan 19, 2020 · 1 revision

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Design Rationale

Because of the way we are going to visualise the game, we are aiming to keep the maps readable, simple but interesting. For the generation of the map and visualisation we are using height maps. These are procedural generated based on parameters. We are going for procedural to create replay ability, interesting scenarios and a interesting technical challenge.

The following picture is an example of what our map visualisation is based on. A map from Supreme Commander

Maps will have the following elements:

  • Impassable Terrain
    • Water
    • Mountains
  • Starting locations
  • Resource Fields
  • Building Fields

Height Map Generation

Height maps are currently procedural generated using simple perlin noise, and used to generate a mesh.

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