Source code available on github here.
A recurring problem in 2d games is how to represent depth. In isometric games this is easily solved but in discretely top-down games it's harder to solve. After doing a lot of research I fell onto a simple idea: do the best you can insinuating the depth and leave the rest to the imagination. Here's the algorithm I used to create 2d top-down cliffs:
- Create a small map of perlin noise and a wide map of perlin noise. Add the two together and give the large map a weight of 3 with the small