
Originally Posted by
polm23
Howdy! Saw the article and I did have some questions about your methods.
First, Voronoi is great for generating regions - I use it myself - but it seems a little unsuited to generating country fields, which have a stronger (though by no means absolute) bias towards right angles and being vaguely rectangular. Don't know if it's an issue, especially since it would be unnoticeable "on the ground" in-game, but wondering if you thought about it.
Did you consider using a Poisson Disk Distribution rather than a disturbed grid? I notice from your screenshot that you have a few small needle-shaped regions, and it could help reduce that. It's more of a pain to implement than plain Voronoi, but not that bad.
Anyway, the game is looking beautiful and I'm very much looking forward to it. Thanks for opening up this thread, too!
Oasisbhrnw: Most random number generators on computers need to be given a "seed", or starting value, before you can use them. For games that are different on every playthrough, like most roguelikes, they usually just use the time you start playing the game as the seed. Given a particular seed, the computer can generate the same "random" numbers in the same order every time, so rather than save the whole world, it would just save the seed, use it to generate the same world, and besides that remember any changes you made to the world (like your character position or if you blew something up).