Okay so i'm at work and haven't got much to do today so i found an online challenge. The challenge was using a console or your preferred choice, create a two- dimensional boolean array, which can either be true-Land and false-Water. Now you have to create a life like randomly generated world, with continents and what not or whatever you feel like. Okay so this is what i got so far:

Code:
 using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace RandomLand
{
    public class Land
    {

        int continents;
      
        public struct Piece
        {           
            public int ContinentID;
            public bool Type;           
            public int expansionNumber;
        }

         Piece[,] generatedLand = new Piece[50, 50];

        public Piece[,] GenerateLand()
        {
            
            Random random = new Random();
            
            continents = random.Next(2, 6);
            for (int i = 0; i < continents; i++)
            {                                                           // GenerateContinent
                int X = random.Next(0, 50);
                int Y = random.Next(0, 50);
                generatedLand[X, Y].Type = true;
                generatedLand[X, Y].ContinentID = i;
                generatedLand[X, Y].expansionNumber = 0;
                
            }
            generatedLand = ExpandContinents(continents);
            return generatedLand;
        }

        public Piece[,] ExpandContinents(int continents)
        {
            for (int continent = 0; continent < continents; continent++)
            {                
                Random random = new Random();
                int numberOfExpantions = 3;
                for (int Expanding = 0; Expanding < numberOfExpantions; Expanding++)
                {
                    for (int y = 0; y < 50; y++)
                    {
                        for (int x = 0; x < 50; x++)
                        {
                            if (generatedLand[x, y].Type == true && generatedLand[x, y].expansionNumber < numberOfExpantions && generatedLand[x, y].ContinentID == continent)             // BeginExpansion
                            {

                                if (!(x + 1 >= 50))
                                {
                                    generatedLand[x + 1, y].ContinentID = continent;
                                    generatedLand[x + 1, y].Type = true;
                                    generatedLand[x + 1, y].expansionNumber++;
                                  
                                }
                                if (!(x - 1 < 0))
                                {
                                    generatedLand[x - 1, y].ContinentID = continent;
                                    generatedLand[x - 1, y].Type = true;
                                    generatedLand[x - 1, y].expansionNumber++;
                                   
                                }
                                if (!(y + 1 >= 50))
                                {
                                    generatedLand[x, y + 1].ContinentID = continent;
                                    generatedLand[x, y + 1].Type = true;
                                    generatedLand[x, y + 1].expansionNumber++;
                                   
                                }
                                if (!(y - 1 < 0))
                                {
                                    generatedLand[x, y - 1].ContinentID = continent;
                                    generatedLand[x, y - 1].Type = true;
                                    generatedLand[x, y - 1].expansionNumber++;
                                  
                                }

                                generatedLand[x, y].expansionNumber++;
                                break;
                                
                            }                            
                        }
                    }
                }
            }
            
            return generatedLand;

        }
    }

    
}
Now, its all in c-sharp, and i randomly placed center points for continents, then i just wanted to expand these center points without randomly generating first but thats when i got stuck.