Posts
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Pre Post Linux Variety
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The end of an era
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More GUI work
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Back to GUI
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Mushroom harvest
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Quickslots
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Items of Ability Execution
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Dialogue, Quests, Refactor
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Refactoring under the coconut palms
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Quest for the Mine Portal
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Mines and Sprites
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Art Is Mine
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Portals
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Live sprite updates and more
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Dynamic Quest Topics
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Conversation System
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Quest Miscellany
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Quests and Dungeons
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The Bunny Quest
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Quests Continued
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WCAG and Quest GUI
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Enchantments, GUI, Charms
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Stackin' hell
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Back to GUI and enchantment refactoring
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GUI and C# compilation time
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Retrospective, quests, art and more
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Hover Info And Names
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Telegraphing attacks and particle systems
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Procedural dungeon stress test, part 2
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Procedural dungeon stress test
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Potions, bottles and sprites
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Color ramps, GUI, effects, refactoring
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Configuration I/O Plumbing Trifecta
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Items and Enchantments Redux
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Gamescom et cetera
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Art, and the land of the Penguins
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GUI: Under Control
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GUI: Character Sheet
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GUI: Inventory
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GUI: Equipment screen
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GUI: Misc updates
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GUI: Pause Screen
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Level GUI
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Overworld GUI
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Society GUI: Better and Faster
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GUI: Society map screen
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GUI: Continue, MapGen and Startup Time
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Fonts, Bumps and GUI
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General bugfixing and small features
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When the earth did not stand still
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Wildfires
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Movement Juice and Timing Woes
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Unity to Godot port complete!!!
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Inputs, water, lava!
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Graphics Aquatic
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Inspector, death and beyond
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Unity to Godot part 13: Loading a level
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Serialization done, back to porting
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Serialization and weak references
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Serialization refactor
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Unity to Godot Part 12: Input and Serialization
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Unity to Godot Part 11: The Game Begins
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Unity to Godot Part 10: Godot update, logo and more
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Unity to Godot Part 9: Buffers and decals
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Unity to Godot Part 8: Particle Systems
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Unity to Godot Part 7: Country roads
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Unity to Godot Part 6: Trees, shadows and a million monsters
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Unity to Godot Part 5: Shaders and graphics abstractions
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Unity to Godot Part 4: Switching to low-level rendering
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Unity to Godot Part 3: Overworld Generation
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Unity to Godot Part 2
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Unity to Godot Part 1
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Unity to Godot
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Items, enchantments and 10th anniversary
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Boss sites and websites
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Lairs, graphs and music
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Improving coastal maps
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Water, fish and trees
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Art direction crossroads
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Object variations and spiderwebs
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Misc updates
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Integrating the Level Generator in Unity Part 2
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Integrating the Level Generator in Unity
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Wilderness Procgen Prefabs
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Of spiderwebs and blood
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Downscaling and Refactoring
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Content tagging
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Mines, maps and rooms
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Altars and Mines
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Map generation stress test
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Procedural Prison Layout
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Procedural Prefab Generation part 5
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Procedural Prefab Generation part 4
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Procedural Prefab Generation part 3
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Procedural Prefab Generation part 2
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Procedural Prefab Generation
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Charging, lassoing and refactoring
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Piercing projectiles
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Conic area effects
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Hair cover
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More pressure plates and Unity 2021 LTS
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Procedural pressure plates
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Trailer scripting
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Trailer text
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Fire, snow, rain, thunder and lightning
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Level liquids
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Settlements
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Crowds and movement
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Polyline Effects
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Composable Sprites Part 3
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Composable Sprites Part 2
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ScriptableObjects no more
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Composable Sprites Part 1
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Light and Darkness
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Scripting cutscenes
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Map borders and floating text
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Adding stealth gameplay
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Minions, leaders and morale
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Light, wait and summon
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Let there be light
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Dungeon generation parameterization
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Prefabs, tools and bugs
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Spiders, webs, and bugs in general
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Prefabs at work
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Room prefabs and moving domain
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Prefabs and refactoring
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Graves and prefab generator
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Item-spawning dungeon features
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Diagonal movement & thrown bombs
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Creature aura pre-rendering
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Creature traits, auras and elites/bosses
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Refactoring Effects and Status
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Entity effects & more
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Refactoring abilities & input
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Starting with enemy AI
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Underwater effect, decals, and LZ4 compression
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More autotiles: transitions between floor types
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Autotiles, instancing and object clusters
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Spritesheet to Unity
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Audio
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Procedural Generation of Painterly Mountains
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Overworld Graphics Redux: Vegetation
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Weather and Performance
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Effects & Enchantments
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Skill System Redux
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A little bit about locking
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Player movement, levels, objects
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Field of Vision
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Level Generation II: Sparsely distributed entities: entries, exits, treasure, etc.
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Level generation I: Layout
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Porting to Unity IX: Overworld Props
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Porting to Unity VIII: Biome/rivers autotiling
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Porting to Unity VII: Sprite rendering
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Porting to Unity VI: RPG elements, Time
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Porting to Unity V: Danger!
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Porting to Unity IV: Pathfinding
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Porting to Unity III: Caching 2D Arrays
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Porting to Unity II : ECS basic form
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Porting to Unity
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Logging
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Time for Action: Time and Action Management + Fast-Forward
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Towards NPC simulation
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NPC Party Dungeon Delving and Wilderness Encounter Simulation
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Single NPC Dungeon Delving Simulation
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Adventurer archetypes: Level-up strategies
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Attributes, skills and masteries
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Overworld adventuring: Parties, quests, locations, levels, stats and skills
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Cerealization
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City-based pathfinding in the overworld
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Pathfinding in the overworld, and moving away from HPA*
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City-state relations
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What makes a city-state
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Overworld Territories
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Nations, Races and Cities
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Autotiling Adventures Part IV: Mountains, trees and props
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Autotiling Adventures Part III: Detail biome textures and animated coastal waves
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Autotiling Adventures Part II: Procedural masks for biomes and rivers
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Autotiling adventures
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Shader variables
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Automatic pixel art from photos
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Front-end: Camera
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Generating overworld resources
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Overworld map generation
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More messaging and shader parameterisation
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Messaging
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Pathfinding and visualization
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Widget-based rendering back end
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Data Driving
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City placement and path rendering
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AI: Overworld Adventures Test - Complete, moving on
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AI: Overworld Adventures Test - Blackboard Dependency Chains
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AI: Overworld Adventures Test - Response Curve Tool
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AI: Overworld Adventures Test
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AI: Preparing a Behavior Tree + Utility
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AI: Blackboard and Input Cache
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AI: Towards Utility-Based AI
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"AI" Part One
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Commands and timing
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Application States
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Widgets - Part 4
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More widgets: Buttons and TileGrids
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Widget rendering
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Widget specification - Part 1
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HPA*
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And so it begins ... (?)
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