Currently, I’ve managed to set up a procedurally generated terrain with grass and rocks. It’s a quick and dirty random generator that doesn’t even use cellular automata (though it may in the future). The result isn’t too bad though, because my terrain doesn’t need to have actual obstacles. It’s messy, with no logical link between adjacent tiles, yet it looks good enough because I used several ground patterns to add variety. It could of course look better, but this will do the trick for laying down the core game mechanics.
You control everything with the mouse, which involve walking, breaking rocks and digging holes. Clicking on a icon in the bottom bar selects an action, then clicking on a tile next to the characters triggers that action if the conditions are met. This is supposed to be a turned-based game because I want to add hot seat multiplayer at some point. So every action costs points, which are replenished on your next turn.