This proof-of-concept demonstrates that a world can be seed-generated, divided into biome regions, and populated with resource nodes whose locations are spatially distributed and discoverable through play.
At load, the map is generated from a single Seed value. That seed deterministically controls:
- the biome field (biome “bands” with noise-based edge breakup)
- the placement and density of resource nodes
- the distribution bias of each resource type across biomes
The key mechanic is discovery. Resource nodes do not appear by default. They are revealed only when the player performs a Scan, which exposes any nodes inside the current Scan Radius. Each scan produces a visible pulse and simultaneously clears the fog in that area on the minimap, proving two things:
- resources are present in the world even when hidden
- discovery is tied to player position, radius, and repeated scanning over time
The UI supports both local and global awareness:
- the main view shows the biome terrain and scan pulse
- the minimap shows the biome map, fog-of-war, discovered nodes, and the current view window
This is the foundation for later systems (prospecting, harvesting, progression, territory control, logistics): the world is structured, resources are not uniform, and discovery is an active gameplay loop rather than a static overlay.
Controls: WASD / Arrow Keys to move • Space to scan