computer science, programming and other ideas
Two weeks ago, I was part of Roguelike Celebration and gave a talk on room generation using constraint satisfaction. It was great! Here is the video of my talk:
I don’t know why but the sound is a little jerky at times. :( And with my terrible accent, it may not be easy to understand certain parts. So I will transcript the talk in this article.
Before we start, you can get the demo code that accompanies the talk on my GitHub account and the slides here.
Few weeks ago, I released the version alpha 2 of Vagabond. One of the new features is the ability to mine ore veins in caves. This article is the follow-up of the two previous parts on dungeon generation (part 1, part 2) where I explained how the structure of the caves were generated. However, the rooms were completely empty. In this article, I will explain how the rooms are filled with monsters, bosses, ore veins and treasures.
If you want to try the game and explore the procedurally generated caves presented here, you can play the free demo available on Steam. If you have any feedback, do not hesitate to send me a message, I would be delighted to read it.
Hi everyone!
In this post, I will show you how I used falling sand automata to generate death animations for monsters of my game Vagabond.
Hi everyone!
It has been a while since last time. I was working very hard on Vagabond to be able to announce you today that Vagabond is now in alpha!
The game is available on Steam and its official website is vagabondgame.com.
Tags: vagabond
Hi everyone!
Last month, I had been working on city generation. The goal was to use buildings generated by my building generator, to place them on the map and to link them using roads.
In this post, I will share with you the main ideas and techniques I used to achieve that.
Here is an animation showing the overall process: