Game Endeavor | Using Procedural Generation to Build Levels by Hand | Devlog #11 @GameEndeavor | Uploaded November 2020 | Updated October 2024, 8 hours ago.
I'm developing an open world RPG with manually built maps, but placing every blade of grass is exhausting. So I've developed some tools to automate this process using some procedural generation tricks like Cellular Automata.
Howdy, and welcome to the 11th indie game devlog for Zoe and the Cursed Dreamer. A 2D Open World RPG made with the Godot Engine where you will explore an immersive world, meet lovable characters, and decorate your own home!
Join Our Community! We look forward to welcoming you.
Discord: discord.gg/w7qh74M
Twitter: twitter.com/GameEndeavor
Become a patron to get exclusive content and support the channel:
patreon.com/GameEndeavor
Music: opengameart.org/content/4-chiptunes-adventure
Pixelorama:
orama-interactive.itch.io/pixelorama
I'm developing an open world RPG with manually built maps, but placing every blade of grass is exhausting. So I've developed some tools to automate this process using some procedural generation tricks like Cellular Automata.
Howdy, and welcome to the 11th indie game devlog for Zoe and the Cursed Dreamer. A 2D Open World RPG made with the Godot Engine where you will explore an immersive world, meet lovable characters, and decorate your own home!
Join Our Community! We look forward to welcoming you.
Discord: discord.gg/w7qh74M
Twitter: twitter.com/GameEndeavor
Become a patron to get exclusive content and support the channel:
patreon.com/GameEndeavor
Music: opengameart.org/content/4-chiptunes-adventure
Pixelorama:
orama-interactive.itch.io/pixelorama