In game development, Procedural Generation is the technique of using algorithms to create game content automatically rather than manually. While complex games like Minecraft or No Man’s Sky use sophisticated noise functions, we can start by learning the most basic form: Random Value Filling.
This tutorial builds upon our Tile-Based Map Rendering guide.
The “Unintelligent” Approach
The simplest way to generate a map is to iterate through every cell in your 2D grid and assign it a random tile type.
We call this “unintelligent” because there is no logic to ensure that the tiles make sense together. For example, you might get a single water tile surrounded entirely by land, or a very “noisy” looking map that doesn’t resemble real geography.
Python Implementation
Using the random module, we can quickly fill our game_map with new data:
import random
MAP_SIZE = 10
game_map = [[0 for _ in range(MAP_SIZE)] for _ in range(MAP_SIZE)]
def generate_random_map():
for r in range(MAP_SIZE):
for c in range(MAP_SIZE):
# Assign 0 (Grass) or 1 (Water) randomly
game_map[r][c] = random.randint(0, 1)
def mousePressed():
# Generate a new map every time the user clicks
generate_random_map()
redraw()
Improving the Randomness: Probability
Purely random (50/50) maps often look chaotic. We can improve this by introducing weighted probabilities. If we want a world that is mostly grass with only a few lakes, we can adjust our logic:
def generate_weighted_map():
for r in range(MAP_SIZE):
for c in range(MAP_SIZE):
# Generate a number between 0 and 100
chance = random.random() * 100
if chance < 80:
game_map[r][c] = 0 # 80% chance for Grass
else:
game_map[r][c] = 1 # 20% chance for Water
Random vs. Noise-Based Generation
While simple randomness is great for learning, professional games usually use Perlin Noise or Simplex Noise.
- Random: Every cell is independent. Result: “Static” or noisy look.
- Noise: Each cell is related to its neighbors. Result: Smooth, natural-looking transitions (hills, valleys, and coastlines).
Next Steps
Try modifying the generate_random_map function to include a third tile type, like “Mountain” or “Desert,” and experiment with different probability weights to see how it changes the “feel” of your generated world.
Procedural generation is a deep and fascinating topic. Starting with simple random grids is the first step toward building infinite, ever-changing game universes!
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Written by
Abdur-Rahmaan Janhangeer
Chef
Python author of 7+ years having worked for Python companies around the world
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