Press the Green Flag to start, no Turbo Mode! You'll come to the start screen where you're prompted which "seed" you would like to use. Just use a random one for now! You can then adjust the settings of the world freely, including the elevation, slope of the ground, and the density of the trees. The "seed" you chose dictates how it all looks. Click create to enjoy the simplistic beauty of it! Scroll using arrows, double-tap right arrow to skip around. Keep in mind, this is a BETA. Bugs and non-finished features are sure to be found. Just want some early feedback. :D Change log can be found in the backdrop inside the project :) This is a 2D Procedural Terrain Generator which uses seeds to decide which world you'll see. Input any random sequence of numbers, or find a cool one in the comment section to use! To-Do List: - Add more landmarks (i.e. caves, biomes, mountains, etc.) - Possibly zoom out to reveal more land (lag?) - Add objectives (i.e. game, exploration, etc.) - OPTIMIZE Also, if you want to get REALLY crazy, go into the program and change the slope to some ridiculous number. It's pretty fun. :P WARNING!!! Long explanation of the seed generation system below for all you math nerds (like me)! Seeds/Generation: Currently, this game asks you to input a "seed", or a random number, to choose which "world" you want. Each time you use this seed number, it will generate the same world, similar to Minecraft. The program takes this numerical value (the seed) and inputs it into the equation X_n+1=(aX_n+c) mod m (underscores indicate a subscript). This equation is referred to as a linear congruential generator, and is the easiest way to generate seemingly, although not truly, random sets of numbers that are consistent to each seed, or starting value. To produce the landscape, the game takes the starting elevation and picks a random number to add (or subtract) to it for the next value. The maximum and minimum numbers you want to generate are put in the parameters of the custom block "PRNG". It finds this random number by generating a number through the LCG equation, then divides that value by the maximum number the seed can produce divided by max minus the minimum, or: random_number = value / (4294967296/(max-min)), where "value" is the random number made by the PRNG and "max" is the maximum number you want to generate. Next, it takes the random_number and adds the "min" back into it (where "min" is the minimum number you want to generate, normally "0" in this program) to itself to get your random number. I realize this may be long and a little confusing, so I can always try to explain it easier if you request, including inserting some comments into the scripts. :)