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More Tile Blending

The tile blending now supports diagonal neighbor detection. It’s not nearly as simple as the cardinal direction testing, because it’s geometrically more checks if you do them all. I decided to just use...

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Lighting

Though Soulcaster 3 has been using the Escape Goat 2 rendering code for a while, today was the first day for me to enable the lighting features. It uses pretty much the same techniques as before,...

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Atmosphere

Most of today was spent doing fixes for the editor to handle the updated room definition and pattern format. But that doesn’t make for an interesting screenshot (yet), so here’s a test level with some...

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Realtime Editor Lighting

When I fix the problem with WP uploading GIFs, I can post this sort of thing directly. In the meantime, here’s the room editor which now updates light sources and obstruction in realtime as the room...

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Procedural.

It’s been a really productive week–lots of code cleanup, which always feels so nice. Since refactoring doesn’t make for very interesting dev blogging, my goal for today was to have something new to...

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Procedural Room Generation Explained

There are lots of ways to do procedural dungeon generation. I came up with a way that will allow for both really chaotic room designs and fully formed, hand crafted rooms. It’s based on joining smaller...

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The Detours of Prototyping

You know, it’s really time for an update on Soulcaster. The longer it gets in between these things, the more I feel like I have to write a long treatise on everything that’s been going on since the...

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A Case for Closed Development: Why I Stopped Blogging about Soulcaster

Seven months. It’s a good interval for a yes-I’m-still-alive-and-making-the-game post. TL;DR: Soulcaster is still happening, and I work on it every day. So what happened to the dev blogging and...

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Well, what have we here?

Hi everyone! I’m still here… there are lots of stories to tell from the last three years, so with each passing month I had more resistance to posting, because I felt like I needed to tell the whole...

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The Origin of Project Greaves

Not too long ago, I used the Soulcaster III engine to clone Gauntlet 1985. As a sign of how slightly overwrought the engine was, I was able to import the sprite sheet and get it up and running within...

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