Low budget Unity procedural terrain generation solution needed

Job ID: 30691644

Budget: $30 – $250 USD

Task description
Hello, I‘m making an open world game which heavily relies on procedurally generated terrain, that scales up as the player travels along it and keeps generating itself with objects like trees, foliage and cities with various items. The main important part of procedural terrain generation is that it generates according to specific rules, where roads are generated which connect the cities and also rivers are generated on the map. Also other notable rules of procedural generation are biomes, where different type of cities are spawned and also whole map is defined how huge it is (square area) that has walls or fences placed at its boundaries with invisible colliders so that player wouldn’t be able to travel further among it.

Technical explanation
Procedural terrain generation is planned to be achieved inside Unity engine with assets like MapMagic 2 or Terrain Composer 2 that have node-based and layer-based interface systems, offering a bunch of customization options (MapMagic 2 offers infinite procedural terrain generation out of the box, although Terrain Composer doesn’t generate infinite terrains, but I think it could be possible with assets as World Streamer 2 or Terrain Stitcher). Ideally, noise filters are used to specify biomes, terrain height and distribution of objects like trees, where additional filters are used to place rivers and flatten the terrain for roads and cities placement. In the beginning, for time saving purposes, cities could be cubes or temporary models used in Unity example assets, as I will need explanation of how procedural terrain generation works as I’m intending to learn it and keep working on upgrading it (I really need help for making such solution as I’m new to MapMagic and Terrain Composer).

Work Examples
There are some games that could be used as a reference of features with their own procedural terrain generation solutions that I’m using as a reference for results I’m trying to achieve. Rust is the closest example of procedural generation features I’m trying to achieve, although its map is an island with defined size, but my implementation differs that map isn’t limited (although it is surrounded by walls at map borders, but some terrain should be visible among it), but it would be a good feature to have map generation additionally choosable as an island.

Links and References
If you don’t have MapMagic or Terrain Composer, I’m providing links below to download it for use of working for this solution, also you can find more information about them in their documentation pages or YouTube tutorial videos about these packages.
https://drive.google.com/file/d/1IvqiTKX8cizSUFdmB95X5XQprmzVRCUc
https://drive.google.com/file/d/1jrrWT2fGCrzO47hPyov9zTq9ERDPwdbJ

Further information
If you need more comprehensive explanation of what I’m trying to achieve with procedurally generated terrain or if you have any other questions, you can contact me on Discord, Facebook, Skype, WhatsApp (ask me for preferred method contact details). Keep in mind that this is a low budget procedural terrain generation solution, so please don’t put bids of higher price than 100$ (but quality towards work for achieving desired results is needed, also payment could be increased if more work is needed for project).
Related categories: .NET C# Programming Unity 3D Game Development