Procedural level generation
Technical Art
The levels of this game are quite easy to design since they are just simplified versions of real-world terrains, such as mountains, rivers, deserts, etc. However, building such levels manually is a burdensome task. Thus, making a tool to generate levels is useful.
I first used a Perlin Noise algorithm to generate a noise map and then turned it into a height map based on a few adjustable parameters. This approach is similar to how early versions of Minecraft generate maps.
The next step is terrain generation. The terrain is generated from the bottom to the top based on the height map. The layers of the terrain could be made into prefabs, making the terrain easy to modify. Finally, water and other blocks, such as props and trees, are generated on top of the terrain after the terrain is generated.