I just came back from holiday yesterday, full of energy and inspiration. It was time to tackle the level generation.
ChiChiLand Adventure will use procedural generation for many of its elements, including zones within the levels. Within these zones, the entities (zone citizens) will be simulated based on simple sets of rules. In the garden, for example, I am planning to have some animals and some trees. Every x amount of time, each tree will have a chance to bear fruit. The fruit will fall down and roll in a random direction until stopping. Each animal in the zone will have a hunger meter – as they get hungry, they will seek out fruit and eat it. There will definitely be more behaviors, but that’s the basic logic.