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alchementalist alchementalist devlog Games

Alchementalog #8: Do It Again, But This Time In 3D

In which we add some depth to the ore generation in Alchementalist.

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alchementalist alchementalist devlog Games personal blog

Alchementalog #7: Mining for Content

How do ore be? Today, we’ll find out as we generate our ore deposits!

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alchementalist alchementalist devlog personal blog

Alchementalog #6: Burying Treasure and Stopping Draughts

In which we go through how treasure rooms and trap rooms are decided (and finding where to place those pesky doors)

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alchementalist alchementalist devlog personal blog

Alchementalog #5: Fixer Upper

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 […]

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Alchementalog #4: The Essence of Flavour (Part 2)

A look at the process of adding flavour to a randomly generated map…

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alchementalist alchementalist devlog personal blog

Alchementalog #4: Delving the Deeps (Part 1)

A break-down of how the randomly generated map for Alchementalist is made.

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Alchementalog #2: A Song of Stats and Boosts (Part 2)

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 […]

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personal blog procedural generation series update

On Experimentation in Procedural Generation

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.

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personal blog procedural generation series tutorial

Procedural Generation in GMS #7: To Perturb A Room (Dungeon Generation)

In this entry, we learn about perturbing rooms to generate a dungeon layout!

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personal blog procedural generation series tutorial

Procedural Generation in GMS #6: A* Is Born (Pathfinding’s Greatest Hits)

In this entry we explore the fascinating world of pathfinding, culminating in a fully featured A* pathfinding algorithm that takes tile costs into account!