I don't mean that in a technical sense, though that does hold true for what I'm about to talk about. Image 1 is 10 randomly seeded worlds in the BTB terrain generator, and they all look very samey, but right now that's for a reason.
Minecraft's terrain is iconic, and something I desperately want to replicate, though it's a challenge based on how the player interacts with the world in a 2D environment as opposed to 3D, and this is gonna sound so obvious and stupid.
In Minecraft, when you spawn in front of a giant mountain, what do you do? You walk around it, as you can in 3D space. But what can you do in a 2D game aside from walk in the other direction? All it takes is two blocks to stop you from being able to progress in a direction. Worse still, you can't really see the whole mountain in this game, I can't render all of that on screen.
My point is that if I were to add the complex terrain, exploration would be difficult without blocks to pillar up.
I'm sure I could find a way to adapt it or make it a world type alongside superflat, but I don't want to go through the trouble of remaking that complex and dynamic terrain generation only for it to not be used by default. It's too much work.
This was just a rant about trying to adapt a 3D game into 2D and just one example of the problems that's causing :')











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