ddmills
banner
ddmills.com
ddmills
@ddmills.com
Hobby gamedev. github.com/ddmills
campfire in the desert vibes
September 30, 2025 at 3:06 AM
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
September 18, 2025 at 4:49 AM
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
September 9, 2025 at 11:48 PM
i've made many of the UI elements actually clickable now. Ideally it can be played fully with a mouse
September 3, 2025 at 3:19 AM
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
August 29, 2025 at 10:53 PM
an underground river
August 28, 2025 at 2:13 PM
Feeling better about road generation
August 26, 2025 at 4:34 AM
{R|Bandit}
August 22, 2025 at 2:48 AM
I think the number glyphs look a little out of place and are difficult to read
August 20, 2025 at 5:07 PM
Experimenting with more cool text effects for the cowboy roguelike/qudlike
August 20, 2025 at 5:05 PM
its a ship
August 17, 2025 at 4:15 PM
Some sprites inspired by Qud

#roguelikedev
March 1, 2025 at 9:34 PM
February 26, 2025 at 2:56 PM
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.
February 26, 2025 at 2:56 PM
February 24, 2025 at 8:49 PM
💄 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?
February 24, 2025 at 4:12 AM
February 24, 2025 at 2:48 AM
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
February 23, 2025 at 10:55 PM
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
February 21, 2025 at 4:30 AM
From desert to mountain

#roguelike #gamedev
February 19, 2025 at 4:29 AM
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!
January 31, 2025 at 5:13 PM
shader debugging vibes 🕶️

#gamedev
January 26, 2025 at 6:58 AM
Debugging shaders can produce some cool images #heaps #haxe #gamedev
January 20, 2025 at 10:06 PM
January 18, 2025 at 9:37 PM
January 17, 2025 at 4:57 AM