I wanted to post an image about the calculations in a paper for the terrain generation but the quality is a mess thanks to my internet.
I'll explain the issue so you can decide how you want to solve it.
There are 3 + 1 phases that generates terrain.
"Base"
"Link"
"Decor"
Is for stopping the generator
This is marked by (val phase = x), wich at the end of every loop corresponding to "x" will increase one value to it.
At phase = 1, generates every t seconds an expansion of 32x32px sprites, always jumping chunk to chunk, that has a pattern already made (32x4,32x4). Each pattern is separated by one 32x32px space, however sometimes, the value that calculates when or not to spawn a pattern (val gen = random(3)) decides if it does not spawn (0), spawn (1), or merge (2).
Of course, gen has a limiter, wich is (val limit = 5), so if it has changed gen up to 5 times, the x retourns to the original "x" where the generator started and a "y" position value is added so it goes down (Review the clickteam manual so you can understand what I've just said, or read this post made by Mustafa- https://gamejolt.com/p/guide-custom-basic-top-down-movement-nwdthezz)
And then when y has looped up to 5 times... resets x and y... adds 1 value to phase... you know the deal.
As you may noticed, I cannot actually control how the generator thinks, therefore, sometimes patterns apears far from the merged patterns and this is unfair to the game mechanics. (I will post about it soon, but you can play Hell Prison, or Hell Prison 2 if you want to have an idea about the game's mechanics, just think that it will be a lot improved and a lot of new things will be added.)
Hell Prison 2 https://gamejolt.com/games/HP2/429278
Hell Prison
That's why I give you the opportunity to choose the way to reach these Islands. Or if you have a thecnical solution, the comments section will be always open!
Thanks for reading, and stay tuned for news!
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