Connoisseur of natural/military sciences, speculative fiction, and bio/ero/natural horror.
(occasional mature topics)
クリエイターやシステムの事
evebin.com · kirisame.com · dzura.com
I integrated the algorithm from my hex terrain generator and, while not perfect and missing biomes, the output has been reasonably consistent in quality.
#gamedev #procgen
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#gamedev
The results are still messy and expensive to compute but should at least be workable.
Also added information displays for paths and pathing weights.
Next I want to compute remote nodes for faction placement.
#gamedev
The results are still messy and expensive to compute but should at least be workable.
Also added information displays for paths and pathing weights.
Next I want to compute remote nodes for faction placement.
#gamedev
Also modified the procedure slightly to improve map consistency.
Now looking into algorithms for terrain analysis and location/path generation.
#gamedev
Also modified the procedure slightly to improve map consistency.
Now looking into algorithms for terrain analysis and location/path generation.
#gamedev
These are larger than I would likely use for a territory conquest game, but the results are much better than my prior attempts.
(cherry-picked the interesting maps, of course)
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These are larger than I would likely use for a territory conquest game, but the results are much better than my prior attempts.
(cherry-picked the interesting maps, of course)
#gamedev
yagura.app
多分、最近のマンガやアニメの消費量がちょっと過剰になっていますかな、況して…
At least content with how much easier TypeScript+Lit has been to manage, though I have yet to implement any back-end communications.
yagura.app
多分、最近のマンガやアニメの消費量がちょっと過剰になっていますかな、況して…
At least content with how much easier TypeScript+Lit has been to manage, though I have yet to implement any back-end communications.
Was in need of an image format for icons and emoji for the messaging client, so this seems like a reasonable starting point.
Granted, it can only handle simple polygons at the moment.
Was in need of an image format for icons and emoji for the messaging client, so this seems like a reasonable starting point.
Granted, it can only handle simple polygons at the moment.
One- and two-move puzzles are not bad (making them nontrivial is harder), but I have managed a couple four-move puzzles.
#gamedev
One- and two-move puzzles are not bad (making them nontrivial is harder), but I have managed a couple four-move puzzles.
#gamedev
Design has a lot of flaws (not my area of expertise), but the direction suits my preferences for a 'sidearm'.
Goal was somewhere between the MP7 and Flux Raider, with a 'less obtrusive stock'.
Design has a lot of flaws (not my area of expertise), but the direction suits my preferences for a 'sidearm'.
Goal was somewhere between the MP7 and Flux Raider, with a 'less obtrusive stock'.
Each piece is reversible to handle captures/drops, and each player has a stack of rings for piece promotion.
Playing on a board feels kind of strange, having only played it on a screen (not to mention the lack of guides).
Each piece is reversible to handle captures/drops, and each player has a stack of rings for piece promotion.
Playing on a board feels kind of strange, having only played it on a screen (not to mention the lack of guides).
Still need to find a good way to illustrate/explain the interface and core rules of the game.
#gamedev
Still need to find a good way to illustrate/explain the interface and core rules of the game.
#gamedev
The results appear reasonably varied, though I still need to add regional terrain parameters and maybe some post-processing.
The results appear reasonably varied, though I still need to add regional terrain parameters and maybe some post-processing.
#gamedev
#gamedev
Might be more interesting when I finish writing a simulation for it.
Might be more interesting when I finish writing a simulation for it.
The game itself feels fairly solid, though the platform and visuals need more work before permitting a wider player base.
The game itself feels fairly solid, though the platform and visuals need more work before permitting a wider player base.