Godot

Back Into the Code – Terrain Trouble, Weather Systems, and Visual Tweaks

Procedural Generation

Since my last post about returning to game development after a long break, I’ve been back in the thick of things. I’ve spent most of my time working on procedural terrain generation.  More specifically, trying to connect different terrain types smoothly using TileMapLayer.set_cells_terrain_connect() in Godot 4.3.  Let’s just say it didn’t go as planned.

The idea was to have nice seamless borders between terrain types, but the reality turned out to be full of edge cases. Whenever three or more terrain types meet in close proximity, things break down, visually and logically. The transitions look bad, and worse, the system is painfully slow. Loading terrain in real time for a chunk-based world is completely impractical with this method. So for now, I’ve put that approach on hold and will be revisiting it with a fresh strategy later.

Ambiance and Environmental Systems

In the meantime, I’ve shifted focus to some gameplay ambiance and environmental systems. I started laying the groundwork for a weather system, building a basic state machine to manage weather types. To complement that, I added a CanvasModulate layer to simulate a day-night cycle and hooked it up to a simple UI from a great tutorial I found. The plan is to eventually make the weather and time systems work together so that, for instance, the sky darkens more dramatically when it starts to rain or storm.

Speaking of rain, I’ve added some rain particles and a fog effect as a first pass.  They work… kind of. The rain is kind of hard to see so I need to work on that. One issue I’m currently debugging is that the rain moves in the wrong direction when the player moves, likely because the particles are tied too closely to the player’s position. It causes them to shift far more drastically than they should, which breaks the illusion. I’ll need to rethink how I position or simulate the weather visuals relative to the player or camera.

Grass Tile Art

Lastly, I’ve also begun adding some basic grass tiles, moving beyond the basic biome colors I started with. The world definitely needs more visual identity, and building out a consistent tileset will help me get there.  I just started to work on some alternate grass tiles as well as the edge tiles.  I went with more of a noise based style and  I am assuming it is a work in progress at this point.  

What’s Next?

Up next, I’ll probably focus on tile art and continuing to develop the procedural generation system. I want to start shaping how the chunk generation works in practice, as well as improve the overall look of the world. I’d also like to begin populating the environment with trees and other natural elements to give the map more life and variation.

Thanks for reading. Feel free to follow along or reach out if you’ve dealt with similar terrain headaches in Godot. More soon.

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Procedural Terrain Generation Showing Different Biomes

Back to Building: Health, Recovery, and Procedural Worlds

It’s been nearly two years since my last update here on CodeBiome, and I wanted to take a moment to share what’s been going on, both in life and in development.

A while back, I mentioned dealing with some health issues, and at the time, I was hopeful things were improving. Unfortunately, that didn’t last long. I developed atrial fibrillation, which brought on a cascade of new complications and made it incredibly difficult to focus on anything outside of basic day-to-day life.

In November 2024, I had a pulse field ablation a procedure designed to correct the irregular heart rhythm. Thankfully, it was a success. Since then, I’ve been recovering well, feeling stronger, and finally getting back to the creative work I’ve missed so much.

Now that I’m on the mend, I’ve been diving back into Godot (currently using 4.3), and rekindling a long-standing passion project: building a procedurally generated 2D world game.

So far, I’ve set up a basic biome generation system driven by three layered noise maps (Height, Temperature, and Moisture):

These values combine to populate terrain with color-coded tiles representing different biomes. It’s still early, but it’s been exciting to watch a world begin to take shape. Right now, I’m focused on improving biome edges getting more natural-looking transitions between regions and refining the noise logic to support rivers and unique features down the line.

Between my full-time job and running my photography business at AstroMammoth.com, time is always limited. But I’ve committed to moving forward with this game project at my own pace. My goal is to post updates here whenever I can no pressure, just steady progress.

I may also experiment with recording some of my development sessions, both to track my own progress and to share a bit more of the behind-the-scenes process. If that sounds interesting, let me know, feedback is always welcome.

Thanks to everyone who stuck with the site through its long silence. It feels good to be back and even better to be building again.

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