Weighted Diagrams For (Procedural) Map Generation 7/10 difficulty

Well, I just used the ###

Like this!

Then there’s a link that appears when you hover over it, I just copied that and for my content guide I did something like this.
s
s
s
s
s
s
CONTENT GUIDE
[LIKE THIS!]
(copied link for the title)

Then it should work (hopefully)

hi.

I just read this guide, and this was made in March?

Well, I didn’t fully understand the code, but if you give me a summary of the end results, I should be able to piece together the rest.

Alright this is my interpretation of what you made:

Lets say, there are 4 zones:



------------------------------
|   zone 1   |  zone 2      |
|            |              |
------------------------------
|  zone 3     |     zone 4   |
|             |              |
------------------------------

Right? now, we use a rng meter to randomly assign a "biome" to each zone, resulting in:


------------------------------
|   Mountain  |  Grassland   |
|  *          |              |
------------------------------
|  Desert     |     Tundra   |
|             |              |
------------------------------

Am I right? Or am I Left.

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Ish. We do technically use RNG, we randomize values to bring uniqueness, like randomizing which biome then the props, and hopefully others. Then when we enter a new biome, basically based on which zone we left, the whole system goes through the randomize thing again.

2 Likes

So the next biome that is say, next to mountains, will have different choices than the biomes beside say desert?

bump!

Context:

Something additional to note is please do not ask for your guide to be bum(p)ed. We will bum(p) legitimately good guides to the top.

Oh my… (rabbit)

I never knew that you could make a map that can change…

I’m getting a game Idea~

(Oh boy… time for more holes to go down… and lots of help topics to make due to my laziness…)

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yippe funny box

2 Likes