computer science, programming and other ideas
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 itch.io. If you have any feedback, do not hesitate to send me a message, I would be delighted to read it. And if you like the project, it is still possible to support the game by buying the complete game with a special offer for early birds. ;)
In this post, I will show you how I used falling sand automata to generate death animations for monsters of my game Vagabond.
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!
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:
These last weeks, I had been working on building generation. I want to share with you the main ideas of my method, some insights, and my results!
Here is a quick glimpse of the overall process: