Alchementalog #7: Mining for Content
How do ore be? Today, we’ll find out as we generate our ore deposits!
Alchementalog #6: Burying Treasure and Stopping Draughts
In which we go through how treasure rooms and trap rooms are decided (and finding where to place those pesky doors)
Alchementalog #5: Fixer Upper
Table of Contents Where We StandCentering OurselvesA Link in the Chain Where We Stand In the last devlog, we tackled the problem of adding flavour to the map in a way that makes sense. Now, let’s do a little bit of refactoring of some of the previous code to fix up some small details and…
Alchementalog #4: The Essence of Flavour (Part 2)
A look at the process of adding flavour to a randomly generated map…
Alchementalog #4: Delving the Deeps (Part 1)
A break-down of how the randomly generated map for Alchementalist is made.
Amaze Me Game Jam Post-Mortem for Neon Run
Table of Contents IntroductionThe GoalThe ProcessStarting UpDifferences in DifficultyThrowing ShadeMr SheenPlayer FeedbackThe MistakeWhat the Hell…Overall Feelings Introduction Back to TOC We’re in the post end-game now. The community votes are in and everyone’s just waiting on Yoyo’s official rankings and then the whole jam will be done and dusted. Since I didn’t enter to win,…
Alchementalog #3: Absence Makes the Heart Grow Fonder
So this is just a quick little devlog going over the absence of visible updates for Alchementalist recently (since I’ve been getting a few PM’s over it). A few weeks ago there was an injury in my family and I became a bit of a pack mule, carting people back and forth to appointments and…
Alchementalog #2: A Song of Stats and Boosts (Part 2)
In A Song of Stats and Boosts (Part 1) we covered the stats part of the system, both in terms of the player and the spells. In Part 2, we’ll be going over Spell Boosts. What are they? How are they implemented? Etc, etc. As I said previously, Spell Boosts were a kind of nebulous…
Alchementalog #2: A Song of Stats and Boosts (Part 1)
Despite the fact I’ve been doing pretty regular mini updates on Twitter, Reddit and Youtube, I haven’t really written a proper devlog entry for Alchementalist yet (I mean, I’ve kind of done one previously, but that’s it!) So let’s rectify that! In this devlog, I want to talk about the work that’s gone into the…
Recounting A Successful Failure (The Spaceslingers Post-Mortem)
This is the part two of my original post A Pre-Post Mortem About Marketing, if you haven’t read that, I highly recommend you do so as I won’t be covering the same material here and a lot of people found the original post helpful. So what does a successful failure look like? Well, first, let’s…
On Experimentation in Procedural Generation
Wherein I explain what I’ve been doing with the PCG in GML series lately and give some insight into the behind the scenes task of making PCG.
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Procedural Generation in GMS #7: To Perturb A Room (Dungeon Generation)
In this entry, we learn about perturbing rooms to generate a dungeon layout!
Procedural Generation in GMS #6: A* Is Born (Pathfinding’s Greatest Hits)
In this entry we explore the fascinating world of pathfinding, culminating in a fully featured A* pathfinding algorithm that takes tile costs into account!
Procedural Generation in GMS #5: A Flood of Fills
In this entry, we learn how a little bit of recursion can make some big waves with the flood fill algorithm.
Procedural Generation in GMS #4: Connecting the Dots with Bresenham’s
In this entry, we learn how to use Bresenham’s line algorithm to connect two points quickly and efficiently.
Procedural Generation in GMS #3: Creating Sweet Maps with Cellular Automata
In this entry, we dive into the fascinating world of map generation using Cellular Automata.
Procedural Generation in GMS #2: Learning the Basics
In the second entry in the series, we learn about the data structures we will be using in future procedural generation techniques.
Procedural Generation in GMS #1: An Introduction
This is the first entry in a series about creating procedurally generated content using GMS 2.3.
Generating Maps (Bonus Plug and Play Map Generation Code Inside)
While I’ve been working on the Workshop update to Spaceslingers, I’ve been doing some procedural generation work on the side. Proc-gen is one of my favourite things to play around with, it’s always super cool to see what you can make the computer create. So, as is my wont, I’ve been making map generators. Contents…
A Pre-Post-Mortem About Marketing
Five hard earned lessons I learned about marketing while making Spaceslingers for $0…
New Site!
So I finally got around to creating an actual home for my stuff, rather than just the Spaceslingers site. It gives me a nice place to call home. Still have a little work to do, like the Freeware section of Games (I’ve got some stuff for that, just don’t have time to create the pages…
Tutorial – Creating Sweet Particle Effects in GMS2
Learn how to create the wormhole particle effects in Spaceslingers, along with a bunch of other particle effects.
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