Beleriand

Vapourware open world Middle-Earth death simulator (by NickMcConnell)

Beleriand Alternatives

Similar projects and alternatives to Beleriand

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a better Beleriand alternative or higher similarity.

Beleriand reviews and mentions

Posts with mentions or reviews of Beleriand. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-10-29.
  • Sharing Saturday #386
    3 projects | /r/roguelikedev | 29 Oct 2021
    This week I had what I hope was a moment of clarity about the Beleriand map. Previously it was pretty big; 12x15 map grids, each map grid 49x49 miles, each square mile 10x10 chunks, each chunk 22x22 game grids, which made a grid notionally 8 yards on a side. But I've been feeling for a while that that is too big for adjacent things to be in contact. So I considered what would happen if I cut that size down to 2 yards on a side. I was happier with that size in terms of realism, but it does multiply the number of total grids in the map by 16, and there were already 20 billion. What to do?
  • How to make the overworld
    2 projects | /r/roguelikedev | 19 Oct 2021
    I have done some "wilderness generation" in FAangband by having a base type of terrain for each biome type, and then adding "formations" (random groups of selected other terrain types) and then maybe some other areas (grassed clearings in forest, for example). FAangband has discrete wilderness levels, so the scaling/zooming doesn't apply. I am, though, coming up against similar problems to yours in Beleriand, which has a fixed world map with set biomes at the top level, but has to fill in all the terrain in a natural way. Note that Beleriand is still in its very early stages.

Stats

Basic Beleriand repo stats
2
14
0.0
5 months ago

The primary programming language of Beleriand is C.

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