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(+1)

Yes, that was a huge oversight on my part. Glad that you’ve overcome it thou and could enjoy the intended experience :)

The generation was actually super easy - three small “systems” working together.

  • generating not present tiles around a target (player)
  • random distribution from a set of objects for each tile (multiple instances - one for “resources” one for “decor”)
  • automatic removal based on distance to target (player)

If you want to know more, let me knoww, I’d be happy to respond :)