I don’t know how many times in the course of development we have used the Sheng-Ji Yang quote from Sid Meier’s Alpha Centauri about how “One does not simply take sand from the beach and produce a Dataprobe.” But, we’ve used it a few times and today is no exception. Game development is an inherently iterative process, especially early access game development: you build systems, you attach other systems, and eventually – at some point – you run out of systems to build and cross over into a territory that consists purely of refining existing systems.
One of the major systems outstanding that I have to finish is the overworld. We have previously added randomly generated overworld maps, which are generated using a standard approach: “take a lot of Perlin noise, generate some Voronoi cells on top of that, fill in various land masses, and off you go.” What has been missing is the code which lets you pick an arbitrary point on that land mass and go exploring.
We have now reached the point in our Dataprobe creation process where we have started adding that.