Keith Evans<p>Last month I took some time off to work on <a href="https://peoplemaking.games/tags/procjam" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>procjam</span></a> and like most years I didn't finish what I started; which is fine, since I knew this was going to be kicking an old <a href="https://peoplemaking.games/tags/proceduralgeneration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>proceduralgeneration</span></a> idea into gear again</p><p>There's a lot going on with this city generator. It plots rivers and coastlines, doing a reasonable facsimile of erosion and longshore drift and coastal estuaries</p><p>It splits the area into areas that would be representative of city blocks, and ensures that any potential road networks only have to, at their base level, deal with four-way intersections</p><p>Now it's taken those city blocks and worked out the actual area they have to work with, based on the rivers and the coasts, and stored whether they're adjacent to a river or a coastline or both</p><p>The goal will be to grow the city over time and historical periods, increasing road widths and changing building and transit technologies over time until a reasonable city is generated down to the building floorplans and subway/sewer level.</p><p><a href="https://peoplemaking.games/tags/indiedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>indiedev</span></a> <a href="https://peoplemaking.games/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a></p>