Cross posted from: https://www.essembi.com/devlog/3-6-update-procedural-generation/
No updates in a couple weeks. The main reason for this is the time we’ve been spending planning, thinking through the details, and discussing ultimate project goals and scope. It’s important, especially with a small team, to ensure a project has a focus and isn’t trying to be too many things. It’s easy to dream up something that confuses the user and over taxes the creators.
The main outcome here is a shift from hand-designed levels to a procedural model. Overall, pretty happy with how it’s coming together!
Graphics look good, like the distance fading. Have you considered using distorted perlin noise for map generation? It gives similar large scale features but with a bit more variation on small scales. https://gamedev.stackexchange.com/questions/162454/how-to-distort-2d-perlin-noise
It would give less smooth shorelines which could be interesting, or perhaps you like the smooth shores?