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 · 24/08/2025is sprite mode 2x zoom? and what engine is it? looking really cool, i’m glad to finally see the sprites in! 110
ddmills @ddmills.com · 21/08/2025bevy 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 030
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
Reposted by ddmillsUlfsire @ulfsire.bsky.social · 17/08/2025back into the worldgen for extra / sub terrestrial realms 1282
Reposted by ddmillsBay 12 Games @bay12games.com · 13/03/2025This seems to be working as an official Bay 12 Games account. Just released version 51.08 of Dwarf Fortress. 10847
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
Reposted by ddmills🐔 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 0152
ddmills @ddmills.com · 24/02/2025typically 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… 010
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
Reposted by ddmillsGameFromScratch @gamefromscratch.bsky.social · 22/02/2025Today 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 #haxegamefromscratch.comHaxe Game Engines in 2025 – GameFromScratch.comToday we check out the best game development frameworks, tools and engines in 2025 using the Haxe programming language. 1408
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 · 20/02/2025you could go the opposite direction too - show houses or temples being constructed 110
Reposted by ddmillseef @eef.app · 18/02/2025Day 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 0155
ddmills @ddmills.com · 17/02/2025How 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! 110
Reposted by ddmillstennessippi @tennessippi.bsky.social · 06/02/2025We 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. 551317197
ddmills @ddmills.com · 04/02/2025i’m a sucker for organization! what engine are you using? i was thinking of giving kotlin a try 110
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 · 31/01/2025nice! what did you change for the pathfinding that improved the performance? 120
Reposted by ddmillsloren schmidt @lorenschmidt.bsky.social · 22/01/2025i 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. 101