In ArmCom 1 I was mostly able to avoid dealing with real roguelike map generation. The campaign day map was pretty simple to generate, and the encounter map was always the same hex matrix.

In ArmCom2 scenarios will take place on a full grid map, so I’m having to work with procedural generation of plausible and fun overland map grids. Here’s an early test of the map generator with only hills and roads enabled. The output uses a half-size font so I can view the entire map in one window; in the final game the player will only be able to view about a quarter of the map at any one time, although the map sizes will be changed based on how gameplay feels.

The first map types I’ll be adding will represent Eastern Europe, so they will feature large fields, rolling hills, and small isolated towns.