Today we will explain you how we are developing the Infinite Archipelago of Cukies World.
In the development team we are working on how to generate the different islands that make up the game map. We want Cukies World to be an endless world, and for this reason we are working with a procedural map system, where each island is created randomly based on our algorithms.
Let’s talk about the most technical part of the process and explain the reason for this way of working.
A fundamental question when we are facing a new game is, how much content does it offer me? Perhaps it is one of the main unknowns, knowing what “limits” we have before starting to play.
By working with procedural generation for the creation of the islands we achieve, on the one hand, to offer a better gaming experience by providing almost infinite exploration possibilities as well as unlimited gameplay, and on the other hand, the advantage of creating a large number of unique and customizable worlds. Each island will be unique depending on its geographical characteristics, its location on the map and the amount of resources it has.
We have chosen a map with a grid structure that provides ease and organization to the players when crafting and building items to customize their islands.
The generation of playable maps and the distribution of resources within the structure is done using a private algorithm, created in-house.
Each stage is made up of overlapping layers. The first one is the base layer; this layer stores the type of tile, and it is a non-editable text format code, composed of two values that indicate the land and the water that, combined, generate a single shape and define what will be the useful area of the map.
The next coding is the resource layer or Biome, in which the player can edit, either by collecting resources or building, thus modifying the initial appearance of each island.
In a nutshell, each map is composed of several layers: the first one is the base layer, which cannot be edited, and is made up of two values that shape the island, defining both the land and water areas. In this layer the tiles are stored, both those that define the final shape of the island, so as the different blocks that form the transitions from water to land.
The second layer is the biome, editable by the player, through the different actions available during the adventure, such as the collection of materials and constructions.
This type of design not only allows each island to be unique and unrepeatable from its origin, but also allows each player to apply their own hallmark to it. This concept of uniqueness led us to think about the idea that each island is an NFT and, as such, has its own business logic.
As in the real world, a fertile island, with crops and infrastructure, will not have the same value as a land without care and overexploited.
As you can see, our team has taken the creation of the Infinite Archipelago to the next level.