How do ore be? Today, we’ll find out as we generate our ore deposits!
In which we go through how treasure rooms and trap rooms are decided (and finding where to place those pesky doors)
Table of Contents Where We Stand Centering Ourselves A Link in the Chain Where We Stand In the last devlog, we tackled the problem of adding flavour to the map in a way that makes sense. Now, let’s do a little bit of refactoring of some of the previous code to fix up some small […]
A look at the process of adding flavour to a randomly generated map…
A break-down of how the randomly generated map for Alchementalist is made.
In A Song of Stats and Boosts (Part 1) we covered the stats part of the system, both in terms of the player and the spells. In Part 2, we’ll be going over Spell Boosts. What are they? How are they implemented? Etc, etc. As I said previously, Spell Boosts were a kind of nebulous […]
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.
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.