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TotsllyRandom

@TotsllyRandom

Joined June 8th, 2026

  • 7Devlogs
  • 4Projects
  • 1Ships
  • 15Votes
I'm making a little game
Ship

This is a world-generation algorithm with a basic placement system put on top. I want to, later down the road, add a survival game/co-op game on top, but it's really draining me to work on this project since I've lost motivation. Thanks!

  • 7 devlogs
  • 14h
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1h 0m 35s logged

I’m gunna be really honest. I got so bored making this project as of a few days ago. I added the tile editing and that’s the last thing I wanted to add. I want to finish this one day, but today is NOT that day. Feel free to check the itch page, and add suggestions, but I’m not going to work on it for a while.

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2h 8m 15s logged

I haven’t finished my tile system. BUUUT I got it exported for IOS! NOW: I haven’t got the funding to open my apple dev account just yet, so I’m more-or-less waiting to see if I can get enough hours to snag that from the shop here. Otherwise, I’ve gotten it to expand to the screen’s size on both PC and IOS! It looks great. My next order of business is to add a placement menu to place items, then to make resource generation, then finally to add save/load features for the demo to be done!

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1h 56m 54s logged

I’ve decided to lower my scope, and make the terrain only 1 size. this will lower how it looks (on a coolness scale,) but will make it easier to code and draw. I can always add this back later.

I need YOUR feedback! do I:

A - allow tiles with placed-on houses produce resources? this would shift the meta to have FULL house layouts.
or
B - NOT allow placed-on tiles to produce. Production would happen from the 6 tiles surrounding (if one of the tiles is producing, it must have a house surrounding to give resources.)

If I choose B, should I add a distance rule, like in Catan?

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2h 32m 1s logged

I’ve been working on the placeable item system. My artwork for it is a bit wonky, but I’m just making things that work. The idea here (as of now) is that each tile can hold one thing, then that one thing chooses which sprite fits the tile’s height and slaps it on there. Building buildings will remove the natural stuff on top, and the tile cannot produce resources anymore.

I’m not done with this system however. I need to remake it so that the placeables are a separate scene so that I dont have to make 3 for each item (one for each height.)

I also need to add paths, which I’ll probably turn this system now into that)

This is what it looks like now. Everybody say “hi little house”

i’m going to work on the better system and the paths before I post another devlog

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2h 58m 20s logged

I’ve been working on the biome generation!

It sucked to work on, I’ll be real, but now it’s done!

Here’s the system. Each tile is made and can choose to be a part of a biome clump nearby or start its own clump. Then, after every tile has a clump, we go through each clump’s data to see if it has more than 7 tiles. if so, we change tiles into new clumps until it only has 7. This makes each clump have anywhere from 1-7 tiles, keeping the biomes small but not consistently single-tiled.

The biggest issue (which isnt a big deal) is that two clumps of the same tile can spawn right next to each other. Im not sure if I’ll change this later.
Also: I have variables set up for min and max amounts of clumps for each tile. I need to enforce these, but I’ll do that later.

Next: I want to make placeable paths and buildings.

attached are images of the current game, showung the terrain generation and one image of the largest script I have so far.

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1h 36m 7s logged

Added some more tiles, to actually make it work well.

I’m planning on adding more clumped biomes before anything else, and will do that probably tmrw

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1h 42m 46s logged

Some basic art for the game, as well as some placeholder tiles for the other tiles-to-be (don’t mind the project setup it’s a little rough rn.)

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