2D Terrain Generation
About the project
This was a personal project that I did during my third year at Ljud- och bildskolan (LBS).
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I've always liked procedural terrain generations in games, specially voxel terrain. I had never done anything like this before, but I've always wanted to try and make my own, and after two years at LBS, and the final assignment soon to start I wanted to challenge myself and create a Voxel Terrain Generator.
Before that, I wanted to test the waters and try making a 2D terrain generator, since I had a bit of time before the final project started.
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My plan was to create a top-down terrain generator, using Unity engine & Perlin noise to randomize the terrain. I wanted to create something simple, my main goal was to figure out how perlin noise worked. I decided to make some basic terrain, like grasslands & ocean. ​​​
What I did

This is the first iteration, a proof of concept. Here I just generated a grid of tiles and made them blue or green based on a value between 0-1. Nothing special but this was the start of something bigger.

This is the second iteration. Here I implemented Perlin Noise and started playing around with values to smooth the heightmap that I was generating. From the heightmap I gathered the value of each pixel and created a blue tile or a green tile depending on bounds between 0-1.

This is the third iteration. Here I added another type of tile to spice things up. Also instead of a big landmass I made it to look like small islands.

This is the last iteration, I managed to add a sand border and tried to polish the perlin values a bit more. I could've continued with this, and I kind of wanted to create a small game with this but around the time I finished with this was when the final project was about to start, so I switched from 2D Terrain Generation to 3D Voxel Terrain Generation.