Only a few people have played the game so far and no one has commented here,
which might be my fault (boring wording, game is not special, let me know!)
So to bump it again, here is a little behind the scenes:
Stupidly simple procedural terrain1. Make a single-colored blob of generic terrain-> should be easy to approximate by a polygon, as a collision shape
2. Create a string of copies of the blob to form your landscape-> make sure they overlap, so you can't see the single copies anymore
-> can be done on-the-fly for infinite terrain
3. Randomly rotate and flip the copies for maximum variety4. Add random y-offsets between copies for more bumpy terrain-> modulate this randomization for awesome emergent changes!
In my case I did this:
next_y = sin(next_x/const_period) * random() * const_amplifierI chose the constants so that the player starts out in smooth, flat terrain,
then after ca. 1000m it is very bumpy, becoming smooth again and so on.
Result in action:Play Distracted GooseQuestions?Was something unclear?
Not sure how to implement it for your game?
General questions about procedural stuff?
I'm happy to discuss!