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AriSol

Need A Push In The Right Direction

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Hi, I'm a novice-to-intermediate programming hobbyist, and I've been making little minigames for a while now, and have a fair grasp on some of the more advanced programming concepts. I've been working mainly with python so memory management is not my strong point. I have a particular type of game that I want to develop, it will be viewed top-down and run on a procedurally generated landscape, I can whip up the specs if needed, but I'm still working on those. The basic idea is that the game will play something like The Settlers, but on a whacky random landscape composed of many different types of zones that share some basic materials (wood+stone) and have different things (special materials for armory, specific enemies, etc.) This part of the game I'm more than happy to work out on my own. What I'm having trouble with is terrain generation. I've been researching all over the place and found some pointers and articles about noises like Perlin Noise and what-have-you, but nothing to actually point out how to go about constructing such a generation algorithm. I read the minecraft post but that's a bit beyond me, not to mention it doesn't really deal with a top-down 2d game. What I'd ideally like to know is what articles I should read, what books I'd do well to read, and what language you think would be ideal for this, if you don't think I should do it with pygame.

 

Please feel free to move this post to where it should live as this is my first one on these boards. Also, if you need any more information about design, or any more information about my knowledge, please let me know.

 

Thank you very much for your time and consideration.

 

-Sol

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Algorithms for Procedural Content Generation

 

As someone who would be a complete newb to this topic, this page was extremely unhelpful. Overwhelming at best. No structure. Links which only lead to another link. Definitions which require yet another definition lookup.

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