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UPDATE 03Procedural world, gathering and inventory

The world is now open and generated

The game now starts in a world made from a seed. Walk in any direction and the land keeps going: forests, ruins, wasteland, rivers and roads, all generated as you move.

A camp in the open world.

What's new

  • A new world each time you start, from a seed. The same seed always gives the same map.
  • Seven biomes, from forest and ruins to irradiated wasteland, with rivers, lakes and roads between them.
  • Ruined towns and points of interest, and boss rings that mark where the harder land begins.
  • Gather wood, stone, ore and berries from the world, and store them in a 24-slot inventory with an 8-slot hotbar.
  • Your changes to the world are saved as a set of differences on top of the seed, so the file stays small.

How it was made

  1. The world generator (scripts/world) divides the map into 32x32 chunks. Each chunk's terrain comes from noise maps, so any chunk can be rebuilt from the seed alone.
  2. Biomes come from thresholds on those maps. Rivers follow low ground, and roads connect the towns.
  3. Props and harvest nodes are placed per biome, with spacing rules so they don't stack.
  4. Tests check that the same seed gives the same chunks, that a different seed differs, that saved changes survive a reload, and how long it takes to walk across 50 chunks.
  5. The props use the art from update 2. Their placement comes from the generator, not from hand-drawn maps.

Screens

Forest biome.
Ruins biome.
Irradiated wasteland biome.
The inventory.
The same area at dusk.

Tools used

Godot 4.7Chunk streaming, the TileMapLayer rendering and the inventory and gathering UI.
GDScript worker threadsEach 32x32 chunk is generated on a background thread, so walking doesn't stall.
Layered noiseElevation, moisture, temperature and radiation maps decide each biome.

How to try it

  • Open the project in Godot 4.7 and press Play.
  • Keyboard: WASD to move, Shift to sprint, left mouse to use a tool, E to interact, Tab for the inventory, 1-8 for the hotbar.
  • PS5 controller: left stick to move, R2 to use a tool, Cross to interact, L1/R1 for the hotbar, Create for the inventory, Options to pause.
  • Walk in one direction for a while to see the biomes change.

Known issues

  • Frame rate while moving across many chunks has not been measured against the 60 fps target yet.
  • Crafting and building come in the next update.

Ironfall dev log · Update 3 of 18 · All updates

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