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by vintermann
108 days ago
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It's beautiful. But also pretty unsatisfying in a way. Roads don't make sense. Rivers barely make sense. There's no higher-scale structure - the reason why most games with incremental procedural generation usually feel stale after a while, and always static. Every planet is different, yet feels the same. (Dwarf Fortress is the one procedural game I know - besides maybe its more faithful clones - which isn't static. But the procedural generation there is also mostly not incremental, it generates the whole world beforehand and only some of the fill-in details are incrementally generated). The holy grail has to be a graph-based refinement/embellishment system, where it generates just the nodes, temporally and spatially, which matter for the situation the player is in. |
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Remember that wave function collapse focuses on local optimization. The algorithm can’t take a step back and look at the whole map. That’s why you won’t get a sensible road network. Rivers are only slightly better when the follow height gradients.
What you can do, and this is also a general advice for procgen, is to mix in some templates before WCF runs. Often, a bit of post-processing is needed as well.
The templates can be hand-designed, or generated with simpler procgen code. Place a few towns on the map, connect them with roads, and then let WFC fill in the gaps to create a more interesting landscape.