Map Generator
This project entailed the development of a highly customizable map generator, specifically designed for a tile-based survival game akin to Minecraft. Central to this generator is its diverse array of biomes and structures, each intricately programmed with a specific percentage chance of spawning. This feature introduces a strategic element to gameplay, as players must navigate through varied environments with different levels of resource availability and challenges.


One of the most notable aspects of this generator is the user’s ability to tailor it to their preferences or game requirements. Parameters such as map size, the number of tiles per region, and the spawn probability for different structures can be adjusted. This level of customization ensures that each map generated can range widely in appearance and complexity, from densely packed urban landscapes with frequent structure spawnings to more sparse, nature-dominated settings where structures are rare.
A unique characteristic of the generator is its biome-specific structure spawning system. For instance, certain structures, like huts, are programmed to only appear in specific biomes such as grasslands. This not only adds a layer of realism to the game environment but also enhances strategic planning for players.

In terms of biome representation, the generator uses a color-coded system to differentiate them. For example, blue tiles may represent water bodies, while various shades of green could denote different types of forested areas or grasslands. This color-coding not only makes the map visually appealing but also intuitive for players to navigate and understand the terrain they are traversing.
To further develop this proof-of-concept, I would want to explore generating blocks upward to have varying elevations as a three-dimensional map. Moreover, I would like to blend the different biomes and the “noise” of the map generation so that the environments are more realistic.
