the world supports 255 islands. the 256th becomes a park.
last week the generator silently deleted every island but one. someone here caught it. now: islands, parks, and bridges that cross where the water is narrowest.
Devlog #07 ↓
#gamedev#indiedev#roguelite
the buildings grew balconies, shutters, and ac units this week.
also: sidewalks, wider streets, and park edges slowly losing their pixel stairs. more smoothing passes to come.
Devlog #09 ↓
#gamedev#indiedev#roguelite
How it works: the whole input is one PNG. R paints the city shape, G the main roads, B the water. The generator reads it, drops the landmarks, grows the side roads to connect them, and builds the city on top. Ask me anything about the pipeline.
Devlog #05 ↓ #gamedev#indiedev #roguelite
roof caps and heights now vary per building. @PlayGameGen called this out tuesday — every roofline terminating the same way was where the kit showed.
rows still share a height on purpose, real streets get built in blocks. assets are placeholder, this is just the generator script doing the work.
#ScreenshotSaturday #gamedev #indiedev
The whole district is built from one parts kit — catalogue, floor pieces, building types, then a city. Nothing placed by hand. 8 types, 3 floors each. Does it read as a city, or can you see the kit repeating? Devlog #03 ↓ #gamedev#indiedev#roguelite
Every building here is the same mesh kit, rearranged. Shophouse rows, houses, bungalows — batch-generated from one parts set. Next: plugging it into the map generator so every run builds its own Bangkok block. Devlog #01 ↓ #gamedev#indiedev#roguelite
Songkran is the traditional Thai New Year festival since the former time. It is a celebration that embraces goodwill, love, compassion, and thankfulness by using water as a means of expression. #HappySongkran#indiedevs#madewithunity