So, as you can see, I’ve started working on the world map.
The way it works is if you’re on the surface (not in a dungeon, cave, tower, etc.) then you can zoom between the immediate area and the world map as long as you’re not targeted by an enemy. The world map will facilitate fast-travel and time will pass faster as you move about it, but you also have the option of hoofing it while zoomed in for the entire game. Heck, I might even implement a no-map mode for you super-hardcore guys.
And about the generator itself, for those who are curious…
You can choose three world sizes, 64×64, 128×128, and 256×256, which take about 2.5 seconds, 10 seconds, and 40 seconds to generate, respectively.
The generator takes three samples of perlin noise per tile, each sample representing elevation, temperature, and humidity. Each combination forms a unique biome like desert, plains, mountains, sea, and everything in-between. This forms what you see in the previous post. Each of those biome tiles decide which area-generator is used to create the map represented by that tile. There will also be points of interest intelligently placed on the world. First, a starting area for the player is decided, one with lots of room. Then from there, any locations that need to be reached by a new player by foot will draw an A* path from there to the starting area to make sure they are reachable, if not, it tries a new spot. One important place the player will NEED to be able to get to is the first clarion dungeon, which after being conquered, will grant the player a raft they can use to travel shallow oceans. The second will grant a boat that allows travel across deep seas. And maybe around the fourth or fifth (Out of seven by the way. Oh how I love the rule of sevens.) you’ll receive a flying apparatus.