What amazing cover art
fabbyrob
Creator of
Recent community posts
You'll probably need to add some post processing step. Based on how your map looks I'm guessing you're using wave function collapse or something similar. This is a good video (below, go to 17:20) that talks through wave function collapse that I used to develop our lectures about it. I've linked the time step where he talks about doing post processing to add doors to unaccessible areas. For now if you just want something quick and dirty you might just try either adding a walkable path all the way around your map. Or alternatively you can try having a set path through the middle or something that every area has to connect to, so there's always one open space they're all connected to.
https://fabbyrob.itch.io/alpaca-overlord
Go take a look, i'm sure you'll find many exciting bugs!
Most of yesterday we spent getting the inventory system working and making "machines" the player uses to craft things.
We're going very low UI, here is out simple inventory, as it fills up you get little scroll indicators left and rights.
A different button will open the crafting menu, which uses up/down for navigation:

And it successfully crafts machines that go into the world tht you can interact with to make new items and store things:

The "Machine" here is a sign, you put an item in it and it displays the item's icon (its broken because we left some test code in there).
Also, for added fun I added a new script that does a second pass of the map to add sprites of little "features". These dont do anything, they just add some depth to the world, certain kinds of features only appear on certain tiles.

I never posted yesterday, because I'm bad at following my own instructions.
Anyway, we're making a Alpaca farm/factory game, where a mutant alpaca has gained the ability to control other animals.
I just built the system for setting animal tasks, seen below. The while chicken (ignore the sprite) has been assigned a job to go to the green spot, pick up stones, walk to the red spot, then chase down the red chicken (again, ignore the sprite) to give it the stones, then repeat. The WaypointWorkTypes array on the right is an array of structs that lets me build arbitrarily long work chains for the animals!

We also are using our HulkSmash terrain generator to put deposits of resources on the map, image below. The Algorithm was modified to start with a totally open map of all grass, surrounded by water. Hulks then wander and drop a random resource type. We'll probably mess with the weighting of different resource types later, right now they're all equally likely.

We did have to fix a graphical bug where seams showed up between the tiles, since we're not using the real TileMap. Which I cheated and just made all the tiles 10% overlapping. It works for now!
I'm going to be trying a to make a "2.5D" game, top down view into a 3D world. I'll need to find some Squirrel assets though... We'll see if this is successful in the end.








