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TIGSource ForumsDeveloperArt (Moderator: JWK5)Procedurally generated hand drawn style world maps
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Author Topic: Procedurally generated hand drawn style world maps  (Read 2888 times)
syn9
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« on: July 29, 2020, 05:02:48 PM »

Hey everyone, I've been working on a procedurally created adventure game and wanted to have world maps that gave the impression that they were hand drawn. This was my process if you're interested:

Here is how the maps started out:



Each square is a zone of terrain, the roads connect major points of interests, like towns, temples, dungeons, etc. The terrain can be deep water, shallow water, grassland, forest, mountains, etc...

Here is a mockup drawing that I did by hand that captures the design intention:




I took the rigid square layout and added noise around the square edges, colored the terrain a canvas color, and applied texturing:



There are points where terrain squares connect at corners causing the islands adjacent to continents to be connected at points. I updated the edge noise algorithm to chop off those corners to break apart the islands and continents. I also applied a bit of lens distortion:



A bunch of different procedurally generated world maps:



Lastly I made sprites from my hand drawn map and added some icons and city names that are all procedurally placed. Here's the in-game version:

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« Reply #1 on: July 30, 2020, 01:25:10 PM »

That's really impressive! The algorithm looks elegant, yet effective, and the results are both convincing and lovely! Very good work, I do think! ^_^
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oahda
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« Reply #2 on: July 30, 2020, 01:28:49 PM »

Beautiful!
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syn9
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« Reply #3 on: July 30, 2020, 04:51:43 PM »

Thanks!
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