Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Procedural generation is great and all, but becomes a huge task to undertake. True random genreration and map seeding would come with an untold number of bugs and fine tuning. Look at minecraft; they are still working out the kinks!
Still. Something can be said for a handcrafted map!
But minecraft has some really terrible coders, and is using java. Terraria is practically bugless and has great world generation. Another great example is Cube World (yeah yeah it's basically abandoned) but it has some CRAZY good world generation. It's hard to do well, but The Forest would benefit from it a ton. They could also implement hand drawn maps where you draw down areas from memory, and eventually get better and more precise... would be cool. Think like Don't starve maps, with details on where certain things are, but dependent on how good of a job you did on drawing it :P