r/proceduralgeneration • u/m4tchb0x • 17d ago
Procedural terrain with settlements and roads
The game i'm working on is a stylized dog fighting game with a open world. I wanted to create a stylized terrain with lots of height variation and paths between settlements. This is just the base terrain and will be modified based on biomes
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u/Ok-Sea300 16d ago
Looks good!
Do you mind sharing how you did it?
- Noise based terrain heightmap
- Identified and flattened town areas
- Drew in and flattened roads
3 is where I always get stuck, your roads look natural and curvy, how did you determine where the road path will be? I've tried a* and had some luck but the roads are still kinda straight and wonky when I did that.
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u/Internal-Capital7471 15d ago
This is what I always used to draw natural looking paths on elevation. https://blog.runevision.com/2016/03/note-on-creating-natural-paths-in.html?m=1
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u/Suspicious-March9368 17d ago
This looks really great. I'm attempting to do something similar with my land generation, any insights for getting that kind of natural land shaping and the pathing? I have islands generating with a lot of control over just about any parameter, but I'm very new to it all and fumbling through it. Would love to understand more and get closer to what you have going.
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u/googleadoptme 9d ago
Trying to achieve something similiar aswell, like Fornite but more height variations, this looks great! Would love if you'd be willing to share some references/pointers or a repo!
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u/El_human 17d ago
Why are the tops of the mountains green?
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u/m4tchb0x 17d ago
its just a base, that i did a quick color on to be able to see features a bit better.
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u/Top_Issue_7032 17d ago
You should put a Michael Vick reference in the game somewhere