Despite the fact I’ve been doing pretty regular mini updates on Twitter, Reddit and Youtube, I haven’t really written a proper devlog entry for Alchementalist yet (I mean, I’ve kind of done one previously, but that’s it!) So let’s rectify that! In this devlog, I want to talk about the work that’s gone into the […]
This is the part two of my original post A Pre-Post Mortem About Marketing, if you haven’t read that, I highly recommend you do so as I won’t be covering the same material here and a lot of people found the original post helpful. So what does a successful failure look like? Well, first, let’s […]
Wherein I explain what I’ve been doing with the PCG in GML series lately and give some insight into the behind the scenes task of making PCG.
Spaceslingers is at the lowest price yet!
In this entry, we learn about perturbing rooms to generate a dungeon layout!
In this entry we explore the fascinating world of pathfinding, culminating in a fully featured A* pathfinding algorithm that takes tile costs into account!
In this entry, we learn how a little bit of recursion can make some big waves with the flood fill algorithm.
In this entry, we learn how to use Bresenham’s line algorithm to connect two points quickly and efficiently.
In this entry, we dive into the fascinating world of map generation using Cellular Automata.
In the second entry in the series, we learn about the data structures we will be using in future procedural generation techniques.