by dan | Jun 10, 2016 | How It Works
This is a series about the basic components of a world generated LoreGen. Updated as of version 0.12 Shapes and Boundaries A basic assumption that I made when designing the framework of LoreGen: to create visually interesting worlds, you need to have a system for...
by dan | Jun 6, 2016 | How It Works
This is a series about the basic components of a world generated by LoreGen. Updated as of version 0.12 Sample World Beginning with this post, I will use a sample world to demonstrate each step of LoreGen’s worldbuilding process. The seed I am using for this...
by dan | May 1, 2016 | How It Works
This is a series about the basic components of a world generated LoreGen. Note: as of version 0.11, regions have irregular, non-rectangular shapes, meaning the portions of this article that discuss the shaping of continents need to be updated. Updated as of version...
by dan | May 1, 2016 | How It Works
This is a series about the basic components of a world generated LoreGen. Updated as of version 0.1 Seas vs. Oceans In some contexts, the words “ocean” and “sea” are synonymous. This isn’t true in LoreGen. For LoreGen’s purposes, an...
by dan | May 1, 2016 | How It Works
This is a series about the basic components of a world generated LoreGen. Note: as of version 0.11, the base shape of continents has changed to irregular regions, not rectangles, so some of the screenshots need to be updated and descriptions tweaked. Updated as of...
by dan | May 1, 2016 | How It Works
This is a series about the basic components of a world generated LoreGen. Note: As of version 0.11, the method for determining the base shape of continents has changed; they are now irregular regions, not rectangles. However, the techniques described in the post are...