Gamedev tip: Make your first enemy a blob. They’re the easiest to animate.
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Gamedev tip: Make your first enemy a blob. They’re the easiest to animate.

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Region Generation
For build 1 of the Myriad Quest prototype, I’m just generating a single forest region. The generation itself is pretty simple:
Construct a critical path of 7-10 chunks
Try to construct up to 4 offshoots from the critical path (some/all may fail)
Add a cave at the last chunk of the critical path
Add an equipment crate at the end of an offshoot (or randomly along the path if no offshoots)
Add warps/teleporters between 0-5 pairs of chunks
The result right now feels a bit more dungeon-like, rather than an open world, but it works great for proof of concept and helps ensure that the chunks can connect properly and build the right barriers between each other.
Myriad Quest Devlog: Populating Chunks
Populating chunks has its own set of challenges, mainly with not overlapping any multi-tile props, such as the clusters of rocks (2x1), or the tree or cave (both 3x1 at base). The basic system works as follows:
First, the game builds any cliff terrain in the margins based on the chunks borders. The borders are currently off-limits, so it doesn’t impact prop placement.
Next, we find room for any critical structures (currently just the cave right now, which must exist at the end of the critical path).
Then all “hard” props are placed (trees, columns, rocks, statues), avoiding overlapping tiles which are already blocked. These are drawn from an available list in the chunk’s biome data.
Finally, we fill in foliage (grass). Foliage is a little more freeform; it fills in a rectangular area (minus the corners, which that one little change gives a surprisingly organic feel), and simply skips tiles with props so it feels like it’s growing around them.
I’ll cover multi-tile props in a separate post.
Man, how long has it been? Here's a quick screen from my latest prototype. I should really do a more detailed dive soon.