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I have to admit the procedural part was a little but of a cheat. We constructed 20 or so sections about a screen width long, added them to a pool and cloned one at random to pop into place ahead of the player. We didn't' really know how we were going to achieve all this when we started and so the design circled around a few times and left us with a good implementation on the sections. Lack of optimization due to the original design, where each rectangular chunk of 'dirt' was going to be added at run-time, kinda made the end result quite a bit more 'framey' then we had hoped.  If your working on anything procedural I hope this gave you some ideas on how to tackle your own implementation. Thank you for trying our game!