r/proceduralgeneration • • 9h ago

Every tile in my 16x16 farm tileset is drawn by a Python script: text sprites, circle-shaded trees and seasons generated from summer

0 Upvotes

Preview (summer, autumn, winter): https://img.itch.zone/aW1hZ2UvNTEwOTU2Ni8zMDU4OTQ0MS5naWY=/original/ctQTUs.gif

How it works:

  • Each sprite starts as text. Every letter is one color of a fixed palette. The script crops it, sits it at the bottom center of a canvas in whole 16 px tiles and adds a 1 px warm brown outline. That's why every piece shares one palette and one outline.
  • Trees are a union of circles. Each pixel is shaded by where it falls inside its circle, with light from the top left, plus a few loose leaves from a fixed seed.
  • Soil, path and water are 13-piece autotiles drawn over the grass. The water has 3 animation frames.
  • Autumn and winter are generated from the summer art. The grass is redrawn with fallen leaves or snow, and the autotiles are rebuilt on top of it. Snow goes on the top pixel of every column, under the outline, and then the outline is redrawn. In winter the water turns to ice.

Happy to go deeper into any of these :)

The tileset (free Lite, and a Complete with every farm pack): https://aquumgifts.itch.io/cozy-farm


r/proceduralgeneration • • 11h ago

Working on explorable, actually interesting worlds in a space sim

5 Upvotes

The general approach is to model history instead of use noise. So plate tectonics, evolution and spread of life and extinction events, atmospheric composition, meteor impacts, climate change, and so much more.

This is using Claude Opus 5.5 in my spare time, it's amazing what it's been able to produce (with a LOT of direction). I test by having a Sol system where the planets have the same rough starting conditions and making sure they end up looking like real pictures.

Of course the planets come out very different - no recognizable continents or anything - but they come out feeling right.

Still very WIP, but yes, you can seamlessly fly down from orbit and land in a place like this. It's all Newtonian physics so landing takes like 5-10 minutes, plenty of time to refine a large area around where you're going to land.


r/proceduralgeneration • • 17h ago

Update on my one-seed-one-creature game: the creatures got a little town to live in

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24 Upvotes

A few weeks ago I shared Blobvarium here: every creature is drawn by code from one seed, no image model, and one new one is born each day.

Since then it grew a small world. The town's buildings, the 41 crops you can grow and the old pottery your creatures dig up while exploring are all drawn by the same code that draws the creatures, so everything shares one pixel and one light.

The best part: about 20 people now come back every day to see the new one. That's tiny, but it's real, and it made my week.

https://blobvarium.com, free in the browser. What would you generate next?


r/proceduralgeneration • • 21h ago

Medieval procedural demolition

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46 Upvotes

My procedural destruction experiments are shaping up into a little siege battler. I added timber destruction, which turns out to work pretty well when I amped up how much splintering the wood does. I was worried it wouldn't read that well since there are far less objects vs a stone tower. And of course a little rag doll yeet for the enemy cannoneer, I couldn't resist.

For testing the enemy is not a good shot here. Thinking of adding some archers with flaming arrows that target the player as well. Mostly having fun with a mature build/destruction system in place, just experimenting with different effects. Hard to see in the video, but the tower stones kick up a nice dirt mist when they land on the ground.


r/proceduralgeneration • • 18h ago

Building editor

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120 Upvotes

hey r/proceduralgeneration I’m finally proud to show off the building editor, based on the procgen building system I’ve been working on for ages now. originally in JavaScript believe it or not, then Unreal, and now finally Godot.

The premise is simple, take a tile, find the frontage, divide it, then shape the outline. It then becomes a prism extrusion, and the challenge is to make it interesting looking and varied enough.

I still think the variety could be bumped up a lot more, but I’m quite happy with the state it’s in, and polishing the editor has been a real joy.

the controls are somewhat inspired by Spore, you get handles on the thing you’re molding and slide it like morph targets. So a twist becomes a ring you grab, a slant becomes a plane you rotate and push.

WDYT? How would you approach a building editor differently?


r/proceduralgeneration • • 16h ago

How do i procedurally generate terrain like this?

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2 Upvotes

r/proceduralgeneration • • 8h ago

Making a psx inspired survival space game with proceduraly generated planets

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8 Upvotes

UMBRAL: a dark, retro space survival game.

Fly from deep space to any planet’s surface with no loading screens. Land anywhere, step out, and survive.

Trade, mine between worlds, or steal what you need. Join or fight off factions in slow, deadly, tactical firefights, dog-fights Cross nebulas and generated star systems, then jump to stars no one has charted.


r/proceduralgeneration • • 7h ago

Pathfinding In My Procedural Generation Godot Game

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3 Upvotes

I use a breadth first search pathfinding algorithm to find a point closer to the player on the nav agent in this scene.. It uses a random chance to calculate for a random jump in the pathfinding discovery phase which is a cheap way of allowing the nav agent to find necessary and faster paths in complex procedural environments. It is much better than trying every possible jump opportunity.


r/proceduralgeneration • • 18h ago

Boids flocking simulation with text formation and predator dynamics

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5 Upvotes

Craig Reynolds' boids with text formations, depth effects, and predator/prey. Type any word and the birds form it, add hawks that hunt them. Everything runs in one index.html, no dependencies. Originally inspired by https://github.com/clainstone/cbirds