After I wrap up a few things, I will soon be starting a new programming project.
It is tentatively designated "Archipelago". Eventually I would like to see it be a "dwarflike" procedurally generated world simulator. Anyway, because I am not quite ready to sit down and code yet, right now I am looking for any kind of feedback. Feel free to ask any questions, make any suggestions, etc.
Due to the type of terrain I want to generate, most procedural terrain generation methods won't work. Both Perlin Noise and Diamond Square are great for representing regions of continents with mountain ranges, possibly a shore along one side or a central sea. But they don't make good archipelagos. I need a system that can reliably generate the kind of terrain as the carribean, southeast asia/pacifica or the canadian arctic. Lots of islands, tightly tightly grouped with sometimes vast empty spaces between the groups.
I could use an approach that places islands randomly, but I suspect that it will provide insufficient grouping. Instead I am thinking of using Diamond Square to produce a probability map for island locations and then generating the islands in a second step, or applying a adjustment to the height map to generate individual islands. One potential problem with this method is that it could be difficult to get smooth transitions between regions, particularly where islands are adjacent or merging.
Mapping
Global map generation (to region detail)
regional map generation (to site detail)
close map generation (to tile detail)
apply biomes
Interface
customize (allow raw like customization)
export (create "saves" and image exports)
Explore (navigate archipeligo as a ship, flier or walker)
Simulation
civs settle new islands, trade, war, merge, split
Game
extend explore option to represent a civ member to explore world in roguelike way.
etc.