computer science, programming and other ideas
Hi everyone!
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:
Hi everyone!
It’s been a long time since the last devlog.
I have been mainly working on monsters and combats. I created a lot of components and systems but nothing which deserves its own blog post. Let’s see the improvements.
Tags: vagabond
Hi everyone!
Last two weeks, I was working on teleporting the players from one map to another. I will use this system to enter into dungeons, buildings, etc. and also to leave them. But it was not that easy to implement as it required some deep architectural changes in the game engine.
Tags: vagabond
Hi everyone!
In this devlog, I will show you a technique that I love and that I will abuse in Vagabond: palette swapping.
Palette swapping is simply changing the palette of a texture. Here, we will do that at runtime using shaders. It was a useful technique in the old days to add variety in the assets without using too much memory. Now, it is used in procedural generation to produce new assets, I will show many examples in later devlogs.
Hi everyone!
This is the first devlog since I stopped working on the game engine and really started working on the game. I did not publish a post last week, I started writing an article about the new implementation of my entity-component-system library but I did not find the time to finish it yet. The last two weeks were pretty busy.
Tags: vagabond