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ddmills

@ddmills.com
203 followers 230 following 64 posts

Hobby gamedev. github.com/ddmills

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ddmills @ddmills.com · 28/01/2026
wow - this has so much character!
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ddmills @ddmills.com · 30/09/2025
campfire in the desert vibes
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ddmills @ddmills.com · 18/09/2025
The 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
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ddmills @ddmills.com · 10/09/2025
the dynamic lighting is starting to come along really nicely. I'm hoping these are still readable while giving a good ambiance #bevy #gamedev #roguelikedev
A forest scene at night with multiple campfires.A cavern scene with glowing mushrooms
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ddmills @ddmills.com · 08/09/2025
impressive! these look so clean
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ddmills @ddmills.com · 03/09/2025
i've made many of the UI elements actually clickable now. Ideally it can be played fully with a mouse
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ddmills @ddmills.com · 29/08/2025
I'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
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ddmills @ddmills.com · 28/08/2025
an underground river
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ddmills @ddmills.com · 26/08/2025
Feeling better about road generation
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dan @danabra.mov · 24/08/2025
i use claude because of the fonts
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ddmills @ddmills.com · 24/08/2025
is sprite mode 2x zoom? and what engine is it? looking really cool, i’m glad to finally see the sprites in!
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ddmills @ddmills.com · 22/08/2025
{R|Bandit}
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ddmills @ddmills.com · 21/08/2025
bevy is such a joy to work in. everything feels easy and intuitive. i really like how it’s bundled in separate packages, i can easily browse the source code, the documentation is immense, and the community is always so helpful
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ddmills @ddmills.com · 21/08/2025
Vehicular Naval Romance
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ddmills @ddmills.com · 20/08/2025
shaky letters for “freezing” effect
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ddmills @ddmills.com · 20/08/2025
I think the number glyphs look a little out of place and are difficult to read
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ddmills @ddmills.com · 20/08/2025
Experimenting with more cool text effects for the cowboy roguelike/qudlike
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Ulfsire @ulfsire.bsky.social · 17/08/2025
back into the worldgen for extra / sub terrestrial realms
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ddmills @ddmills.com · 17/08/2025
its a ship
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Bay 12 Games @bay12games.com · 13/03/2025
This seems to be working as an official Bay 12 Games account. Just released version 51.08 of Dwarf Fortress.
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ddmills @ddmills.com · 01/03/2025
Some sprites inspired by Qud #roguelikedev
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ddmills @ddmills.com · 26/02/2025
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ddmills @ddmills.com · 26/02/2025
Starting 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.
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ddmills @ddmills.com · 24/02/2025
bsky.app/profile/ques...
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🐔 Brian Bucklew 🐔 ₑͤ>∿<ₑͤ ∞🌮 @unormal.bsky.social · 23/02/2025
[thinking of something one million people have thought of before] nobodys ever thought of this
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ddmills @ddmills.com · 24/02/2025
typically you see these old fonts at 8x14, so going 8x12 i am definitely losing that extra height. But the 8x12 fits in nicely with the sprites…
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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?
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ddmills @ddmills.com · 24/02/2025
i’ve never seen this before - i like it!
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ddmills @ddmills.com · 24/02/2025
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ddmills @ddmills.com · 23/02/2025
I'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
Under the vast, starry sky, the cowboy's heart ached for new horizons and untamed trails.
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GameFromScratch @gamefromscratch.bsky.social · 22/02/2025
Today we continue our look at the best game engines and frameworks by programming language in 2025. Today we focus on the excellent Haxe programming language. If I missed an engine or framework, let me know! gamefromscratch.com/haxe-game-en... #gamedev #indiedev #haxe
gamefromscratch.com
Haxe Game Engines in 2025 – GameFromScratch.com
Today we check out the best game development frameworks, tools and engines in 2025 using the Haxe programming language.
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ddmills @ddmills.com · 21/02/2025
i like these muted colors!
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ddmills @ddmills.com · 21/02/2025
Revisiting 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
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ddmills @ddmills.com · 20/02/2025
you could go the opposite direction too - show houses or temples being constructed
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eef @eef.app · 18/02/2025
Day 2 of #BrackeysGameJam 2025.1! I didn't have as much time to work on it today, but things are forming. Got some simple audio. Made some more design decisions. And the part I'm most excited about, I started building out some of the lore/puzzle! Mini-games tomorrow maybe? #gamedev #indiedev
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ddmills @ddmills.com · 19/02/2025
From desert to mountain #roguelike #gamedev
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ddmills @ddmills.com · 17/02/2025
How do you determine which zones are connected with a path? And how do you choose where the path connection is? FYI you’ve inspired me to get back into my open world wild west roguelike!
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tennessippi @tennessippi.bsky.social · 06/02/2025
We probably all need to become more blatantly anti-Silicon Valley. Give me less innovation, and more soul. New technology doesn’t mean infinite progress especially without being grounded in what it means to be human.
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ddmills @ddmills.com · 04/02/2025
i’m a sucker for organization! what engine are you using? i was thinking of giving kotlin a try
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deadlyyucca @deadlyyucca.bsky.social · 01/02/2025
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ddmills @ddmills.com · 31/01/2025
Looks very nice!
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ddmills @ddmills.com · 31/01/2025
Nice! 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!
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ddmills @ddmills.com · 31/01/2025
nice! what did you change for the pathfinding that improved the performance?
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ddmills @ddmills.com · 26/01/2025
shader debugging vibes 🕶️ #gamedev
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ddmills @ddmills.com · 24/01/2025
What did you change to make it faster?
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ddmills @ddmills.com · 22/01/2025
Looks really great so far
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loren schmidt @lorenschmidt.bsky.social · 22/01/2025
i wanted them to be a little gnarly, they're supposed to be dirt roads + subject to things like someone pulling a wagon over in the rain, etc.. this is a good example because initial input is a bit raw! too clean in some places, very noisy in others.
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ddmills @ddmills.com · 22/01/2025
how are you generating the wiggly bits?
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ddmills @ddmills.com · 21/01/2025
that footpath looks great!
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ddmills @ddmills.com · 21/01/2025
nice! what’s the plan for this?
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