Random World Generation, World Population Struggle and Payoff

In the planning phase of our game we were a little over-motivated and decided we need a random generated world for our cats to cruse in. Therefore we (@lina and me) used Perlin noise based random generation to make each game run unique.

So after we got a terrain suiting our game, we had the need to write a population algorithm because populating by hand was no option anymore. We took way too long to write a quite complex algorithm with a lot of parameters to tweak. After us nearly losing our minds, we finally got it working and threw together a quick test setup which was astoundingly natural looking and was used till the end of the development phase.

Shortly before release we added more tree types and changed some numbers. In the end we reverted the number changes because some seeds looked more like a forest and less like the park-style we were going for.

Random.jpg

Nevertheless we're proud of our accomplishment. It took us long to get it running but it payed out in the end.

Please check it out yourself at:

https://ldjam.com/events/ludum-dare/44/cats-without-cars