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.

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.

With the help of “Hi” (from #rgrd and the Rogue Temple forums) I was able to resolve the color space issue for Macs. Everybody on a Mac should be able to play Wayward just fine and dandy now!
Essentially, because I am loading in my static map through a color-coded .png file, there was some color space issues for various browsers detecting slightly different color codes. I thought I have accounted for them all, but I forgot all about Macs (not owning one and all). If you were having problems before, try it out now:
It’s that time again! A new Alpha version has been released for Wayward!
http://www.unlok.ca/wayward/
As always, would love to hear what everybody thinks.
Check out the comment thread via Reddit. (posted in /r/roguelikes)
This video was released in conjunction with Wayward Alpha 1.0 being released.
The very first public release is now out for your enjoyment and consumption!
Play it here: http://www.unlok.ca/wayward/
Some screenshots of what to expect:
Some of the initial features for this early release:
I think my voice is getting creepier. In this video I show you a lot of the work that I have been putting into this project and game. Many systems are now implemented, so now it’s about fixing bugs, adding content, and more importantly making the game, a game (as per my design doc). This was before Wayward had a name.