World Maps // Procedual Map Generation

Created at Ground Shatter

Made in Unity

A procedurally generated map for the deck-building Roguelike, Knights in Tight Spaces (developed by Ground Shatter, published by Raw Fury).

Because each run is uniquely generated, we needed a map to be uniquely generated. Here is a brief overview of how that was achieved in Unity, using shaders and VFX Graph.

If you want to generate your own landmasses, I suggest watching Sebastian Lague’s Procedural Landmass Generation series on YouTube, because that helped me A LOT

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I used a generated cloud island texture, with step nodes to create the shape of the land.

The interactive map is a whole lot of cells, hidden underneath the visual map and within the code I could use this texture to dictate which cells were land and water

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The trees and villages are made with VFX graph. I found random locations on the map and drew little clusters of dots in RGB channels of a texture.

This was used as a mask within VFX graph to say what sprites should spawn where.