This week I had some inspiration with a lot of the things that were bugging me about where I last left off with the terrain generation. I had an idea instead of doing a bunch of different passes to add stuff like rivers, mountain passes, biomes, swamps and more, to just instead generate another map on top of it and use differences between the values to create all the new stuff. I’m glad to say this all happens in a 512×512 area under one second, so it’s good enough for speed as well. The end result is a much more seemingly hand-crafted world, that actually isn’t – that’s exactly what I wanted.
As you can see by this post, the Wayward blog is now live and enabled. As you may also notice, I went through all my old announces, releases, videos and screenshots and did a back catalog for posterity sake. As I realized, I should of had something like this running quite some time ago so people can make sure that I am actually doing “stuff” on Wayward, haha. I don’t expect to do a lot of in-depth technical posting here unless somebody asks – I try to save that effort for when I do my developer log videos.
I have also set up a community-editable wiki. Please help contribute if you can! Especially with the Items and Skills pages. This has been a top request by many testers and players. “How I mine for fish?”
Expect a lot of rough edges on these new portions of the site as I continue to develop them.
Only YOU can prevent forest fires (by not purposely burning down a forest for a screenshot). The graphics need a bit of tweaking, but the power of fire is now available in Wayward Alpha 1.2 at last.
Showcasing some dynamic water routing via digging in Wayward, upcoming in Alpha 1.2. A perfect fit for those who want to make their own islands for monster protection.
In this video I showcase and talk about some of the changes in this alpha release. As per usual, progress and work on the next version is already underway during the upload of this video.
Nothing too epic today. Just getting getting in over my head with terrain generation algorithms. This new generation system probably won’t be ready for the 1.2 release, but definitely will be going in after. I still have lots of work to do on it including biomes and caves/dungeons.