Timberborn

Timberborn

Timberborn Workshop
Welcome to Timberborn's Steam Workshop! Enjoy the player-made maps created with the built-in map editor, or try the crazy mods engineered by our fantastic modding community.
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[Mod idea/request] Procedural map gen with FoW
Can anyone give an educated guess as to how difficult it would be to use procedural generation (such as used in Minecraft) to generate maps to play? I figure the placement of blocks in a given volume wouldn't necessarily be the problem, more generating a coherent landscape that doesn't trap your beavers in a resource desert from the very start.

The ideal form would be integrated into the game creation screens so that you pick the faction and difficulty as usual, then instead of the map name you select "Generate {map size}" and hit play; the generator then runs and creates the map, ideally adding unique faction resources if possible, then saves the map file for reuse later. So not re-generating the map on the fly or something like that.

Related, how difficult would it be to implement some level of "fog of war" where resources aren't visible until a beaver has gone and actually looked? I say related because this would be kinda pointless with pre-gen maps as the player might be familiar with it already.
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Devs be like if they added this: We are releasing a DLC for Timberborn: Timbercraft!
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