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  • 7 Day Roguelike 2016: Procedural Generation

    2016-03-08 in gamedev roguelikes 7drl

    This is my second attempt at a procedurally generated space ship. The first attempt involved generating the hull first by starting with a large rectangle and stripping smaller rectangular pieces away until I got something roughly hull-looking. I would then attempt to fill the hull with rooms. Adding rooms to a preexisting hull proved messy and prone to difficult edge cases.

    Here’s what it looked like at the point where I gave up: old

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  • 7 Day Roguelike 2016: Day 1

    2016-03-06 in gamedev roguelikes 7drl

    It’s one day in. Here’s my progress so far!

    screenshot

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  • 7 Day Roguelike 2016: Plan

    2016-03-05 in gamedev roguelikes 7drl

    The 7 Day Roguelike Challenge is a game jam where participants make a roguelike in 7 days. This year I’m making a game called “Skeleton Crew” where you fight undead things on a spaceship. I’ll post updates to this site as I make progress.

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  • Encoding Rules for Turn-Based Games

    2016-03-03 in gamedev roguelikes

    A key consideration when designing a game engine is how rules of the game will be encoded. The engine needs a way of enforcing statements such as “Doors can only be passed through if they are open”, and “If a burning character walks into a pool of water, it stops burning”. The expressiveness of a game engine’s rule-encoding is important, as it dictates the limitations of mechanics that can be implemented in games. Nobody wants to discover late in development that their engine can’t be used to efficiently implement a certain feature.

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