which is just so much less natural than doing it as an agent on a grid of inert black and white cells.
ant = {
x: 1,
y: 6,
facing: east
}
thank you to all the new patrons!
this is a huge improvement, but i am still struggling getting bills paid and having enough to eat. winter is cold here, and my shoes have holes in them. if you appreciate my procedural generation work, please consider supporting me!
patreon.com/vacuumflowers
current status of placeholder forest village generator A
this one is my baby. it's much weirder and breaks up space in interesting emergent ways. i like the floating walls, the canals, the catwalks over water, the way buildings naturally open onto courtyards. it works really well in context.
experiment with box drawing glyphs for paths.
i like this- it draws the eye, and it means you don't need to draw walls next to hallways. but in the open, and in games where you do interact with walls, it can create some weird edge cases.
i also am unsure if i like how closed it makes paths feel.