One of the last projects I did in college was a terrain generator.
After, I was learning a new programming language, so I picked it up again to experiment with some world building.
I started trying to generate more realistic (and traverseable) terrain. I had worked out coastlines and rivers, made some headway on biomes, and gotten stuck on simulated erosion before I remembered that I like games a little too much and didn’t want to make them for a living.
I was pretty bummed when No Man’s Sky was panned. Using generated terrain as a canvas and dropping a story into it still feels like the right long-term solution for exploration games.
One of the last projects I did in college was a terrain generator.
After, I was learning a new programming language, so I picked it up again to experiment with some world building.
I started trying to generate more realistic (and traverseable) terrain. I had worked out coastlines and rivers, made some headway on biomes, and gotten stuck on simulated erosion before I remembered that I like games a little too much and didn’t want to make them for a living.
I was pretty bummed when No Man’s Sky was panned. Using generated terrain as a canvas and dropping a story into it still feels like the right long-term solution for exploration games.