I’m currently working on trying to create a decent procedural generation system utilizing a 100 by 100 tilemap. The size of each tile is 208 by 208. I want to achieve something found in this gamasutra article.
Now I’ve never done PCG before so this thing is blowing my mind in every single level ever. (Also I’m a newb, be gentle please!) but some of the issues I’ve ran into trying to recreate the algorithm shown here is that for every single tile, it places something down so it doesn’t achieve the same look. Now I think it’s probably because the example uses a small tilemap size and I’d love to get a similar outcome with any size tilemap. like there being 7 trees distributed on whatever size tilemap or 30 trees in whatever size tile map, and it would choose just a random tile in the tilemap.
I have attempted a few things, I made something for the grass that is really basic but it’s two loops that take the height and width of the tile map, and visits each tile and drops a piece of grass once. then I have another loop that makes this happen 10 times. I’m sure there’s a better way for that tooooo.
I’m super lost…