Proceduraly generating islands out of hexagonal tiles. 

I am working on this project to learn some basic graph theory. The islands are generated using a modified depth-first-search algorithm. The goal is to the make them usable in a tile / turn based style of game. So the tiles are stored in a way that supports path finding algorithms and other graph theory algorithms.

Next I'll work on grouping tiles to biomes like forests or swamps and maybe implementing a moveable unit if I get the time to do so.

The assets I used are from the POLYGON MINI - Fantasy Pack.  The clouds are a basic particle system I made my self and the water is the result of some experimenting with the new unity shader graph and maybe needs some adjusting.

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