this week i worked on adding more variety to the generated worlds, and also got jumping from the ground out into space working, which i should totally post a video of if i ever figure out how to upload those on here :marble_lesbian::marble_rainbow::marble_transgender:
Everything Procedural Conference 2024 at Breda University is one month away 15-19 April!
Myself and Olly Lawson are going to be there representing Apparance and would love to meet all you like-minded folks. #EverythingProc#BuasGames#ProceduralGeneration#ProcGen#GameDev
Everyone on my timeline is talking about #roguelike games so I figured as a little palate cleanser I'd write something in that vein real quick this afternoon.
So I wrote a little dungeon generator based on WFC with the most brutish of brute-force constraint solving. Might turn it into something real later, but it was a fun way to spend a couple of hours.
so glad i stopped investing time and energy into learning unity when i did. it's difficult to leave behind things that you've committed real effort to, but sometimes it's necessary and pays off in the long run.
building on open source platforms like godot means that my work can never again be taken away from me on somebody's whim, and that makes it all worth it 🎉😎
pic related, it's a screenshot of my "learning Godot" project -- a procedural planetary system generator of sorts.
I ended up being a little late for #screenshotSaturday but I played around a lot this weekend generating colour schemes and applying them to the planets, and i think I'm pretty happy with the results so far 🎨:blob_cat_aww:
New biome and improved procedural generation + Base camp. Now, when creating the mst, it takes into account if the rooms can be connected or not, so I think there will be no more disconnected rooms :)
A recreation of Alfred Valley's DODMAN map generator using Python (github.com)
Alfred Valley's own page for his/ their own algorithm can be found here.