Without saying I'm done, I think I have something that is sufficiently stable to ship
![](https://s3.amazonaws.com/s3.attnam.com/smileys/smile.gif)
You can take a look here:
https://github.com/Attnam/ivan/pull/631
The key takeaways for players:
* You can choose Pangea or Continent world type.
* Pangea makes bigger landmasses, and puts all locations on one continent.
* Continents puts UT Exit, Attnam, and GC on one continent, the rest of the dungeons either same continent or random continent. (With hindsight I think no-one will use this
![](https://s3.amazonaws.com/s3.attnam.com/smileys/lol.gif)
) .
* You can select a world seed, which determines the land and water distribution by seeding the noise algo. Seed 0 gives random seed.
* You can select a world size out of Huge [128x128], Large [96x96], Medium [64x64], Small [49x49], Tiny [32x32], Four screens [84x52], or One screen [42x26].
* You can select what happens to the PC when he reaches the edge of the world map by selecting a world shape out of flat pancake, flat brandy snap, or flat doughnut. The edges of the map roughly align
![](https://s3.amazonaws.com/s3.attnam.com/smileys/cool.gif)
What happens to the PC when he crosses the edge of the world map is left as an exercise for the player.
To reduce confusion, the defaults will be:
* World size: Medium (64x64)
* Land type: Pangea
* World shape: Doughnut
* Seed: 0 (will generate random worlds)