Procedural generation wasn't producing the results I wanted and I decided to change course and continue manually creating the levels from before. Procedurally generating rice fields and nice-looking villages was virtually impossible without making them grid-like and unnatural. Also, as a lot of people mentioned the levels become increasingly repetitive and generic with procgen, so overall this might be the better approach.
A cool features I added is the ability to cut grass now. It uses a cheap render target and vertex shader so it comes at very little performance cost!

I made some progress on the handmade map includes a new swamp area that looks more swampy and humid than before. I also added some new mangrove trees.


From the feedback I received from playtests, I decided to change the quick item system to a tool bar and also remake the inventory system to function more like minecraft/terraria. Ronin Trail is a survival game and I feel this type of structure is more suited for the genre.
