ddmills @ddmills.com · 18/09/2025The particle system has been a lot of work, it's finally in an acceptable spot. I decided to make particles 1/2 size and use the text glyphs. The full sized glyphs were just too chonky, especially for bullet trails 1130
ddmills @ddmills.com · 10/09/2025the dynamic lighting is starting to come along really nicely. I'm hoping these are still readable while giving a good ambiance #bevy #gamedev #roguelikedev 0215
ddmills @ddmills.com · 03/09/2025i've made many of the UI elements actually clickable now. Ideally it can be played fully with a mouse 050
ddmills @ddmills.com · 29/08/2025I'm very happy with the basic zone generation now. Getting rivers and roads to work was challenging, but it's very satisfying to discover them. I should probably shelve the generation for now and start work on the dreaded inventory system #roguelikedev #bevy #gamedev 2264
ddmills @ddmills.com · 20/08/2025I think the number glyphs look a little out of place and are difficult to read 010
ddmills @ddmills.com · 20/08/2025Experimenting with more cool text effects for the cowboy roguelike/qudlike 3251
ddmills @ddmills.com · 26/02/2025Starting to add ui/boxes. I've also added an alternate font that is 8x24px for the title. I think i can use it sparingly, like when you discover a new location. 381
ddmills @ddmills.com · 24/02/2025💄 I know it's excessive, but i've just added the ability to do cool text colors like Caves of Qud. The colors and font definitely needs some work. With the game having so much text, this really helps a lot. Do i add some subtle text animations? 0361
ddmills @ddmills.com · 23/02/2025I'm trying to decide if this half-sized font looks OK or out of place. the sprites are 16x24, and the text is 8x12. Everything is scaled up 2x #roguelike #gamedev 5142
ddmills @ddmills.com · 21/02/2025Revisiting chunk generation in my #roguelike. The rivers and footpaths are sort of working. Rivers can still make non-sensical loops, but that can be fixed. I'd like to make some rivers wider, and give them a direction. Thank you @lorenschmidt.bsky.social for all the advice! #gamedev #roguelike 1141
ddmills @ddmills.com · 31/01/2025Nice! if you need _even more_ performance, i recommend doing hierarchical astar - breaking the map into bigger nodes. Then you can search that graph first, and build fine-grained path after. This also solves the reachability problem! 110
ddmills @ddmills.com · 20/01/2025Debugging shaders can produce some cool images #heaps #haxe #gamedev 060
ddmills @ddmills.com · 30/11/2024Wild west roguelike, or should i say Qudlike? #roguelike #gamedev 1536