A generic pack of tiles, and a basic world-gen algo, combine to make Bland Land! Block adjacency was simple enough to write rules for (dirt beside water becomes sand, stone under snow has icicles). #indiedev #screenshotsunday
The algorithm that collects the visible tiles currently does have a starting plane, which can intersect with the world, like this:
While I do plan to add non-full tiles which you can see past (and see multiple tiles per triangle), it might be interesting to work on blending tiles next, instead.