Procedural dungeon generation algorithm
A simple, flexible, and programmatic way to create randomly-generated dungeons for a roguelike, described with helpful images and code examples. ...
A simple, flexible, and programmatic way to create randomly-generated dungeons for a roguelike, described with helpful images and code examples. ...
At GDC Europe 2015, German dev Marius Winter shared what he and Benedikt Hummel learned from the experience of roadtripping across Europe to meet 11 other developers and make 11 games with them. ...
Video game crowdfunding platform Fig has found another high profile partner, with Harmonix announcing it'll be bringing a mystery title to the new service later this later. ...
"I wrote about my decision to stick to frame by frame animation, mostly because it's what I know best. Now I'll go into a little bit more detail in the hopes that you guys might pick up a thing or two from it." ...
"My game took me around 200 hours to complete including the code, artwork, music and level editing. With the proper tools I found the development process quite straightforward." ...
Plenty of excellent games are on the slate for the engine's annual award show; statues will be handed out this month in Boston, at the Unite conference. ...
"Each of these statements is meant to be an aspiration -- a goal that feels a bit out of reach to the design team. They tend to emerge from a set of playtests and discussions of existing games." ...
"We hear two things from people who see our game for the first time: 1) They're surprised we're not using Unity. 2) They can't figure out how we created the game's look. These two things are directly related." ...
"We have been overwhelmed by the response INK has had. This only motivates us to keep supporting the game a little bit longer, and adding features we had to cut during development." ...
"I don't know my place in the game world. Things are changing so fast that it's hard to tell if I'm on a good path or doing nothing at all." ...