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Continental World Type proposal: size depends on how you explore the world

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  • 1
    AquaZestyMan commented
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    I can only speak for myself but sometimes the world just feels too big. I want to be able to explore far enough, reach the deep ocean that goes on forever and I'll know "here is where the world ends". Or I can find the coastline and spend a few days circumnavigating the continent, mapping it all out, then frame all the maps and make a big huge map of the whole world mounted on the wall at my home base.

    I'm not really sure how large such a world type could get. Because there are about 60-and-a-half Overworld biomes, and some are rather rare, it might be a fairly far distance from origin before just the right conditions came up for the rarest biomes in the game to generate. (A "Small Continent" variant world type might be made in which edge biomes are not considered when meeting the above conditions for world Completion.)

    Players should not worry about whether this proposed world type would constrain their exploration. They are still free to explore in any direction they see fit, whether that's evenly in all directions or in a narrow ribbon along the Z-axis, the game doesn't care. It will generate biomes as needed wherever the players want to travel. So if the players want their Continent-to-be to be more or less circular, all they need to do is explore that way, assume it already will be circular, and the game will follow their lead. Or if they want a "Ringworld" or "Halo" style of continent they can do that too.

  • 0
    AquaZestyMan commented
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    Optionally, map wrapping/wraparound in X, Z, or both directions might be allowed as an alternative to infinite surrounding ocean, though this might produce unnaturally straight edges along biomes along the boundaries between positive and negative.

    Artifacts of world generation might include gaps of unexplored areas surrounded by explored areas. When the world is judged Complete, the game engine should know not to try to fill these areas in with coast and deep ocean. An algorithm might be needed to compute the "interior-ness" of an unexplored area to determine whether it should be allowed to generate more land biome (even when land biomes have been "turned off" for the world) or whether it will be okay to go ahead and generate an inland "great lake". Maybe there is a percentage chance for either?

    Multiply player's current X and Z coordinates, take the log-10 of the absolute value, and divide by 100. This is the percentage chance of generating an inland "deep ocean" or "great lake".

    So for XZ < +-100, it's 4%; XZ < +-1,000 it becomes 6%; XZ < +-10,000 it becomes 8%, and so on.

  • 0
    Robotics5 commented
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    This is a great idea!

  • 0
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    Sounds nice, although I feel like islands would spawn in the endless ocean around the 'continent'. Butttt that's probably way too hard to code