Tag: Procedural Generation

  • Weekly Update – May 19, 2023

    I never thought I’d say this, but it felt great to get back to bug fixing this week. Procedural generation is my favorite part of roguelike development, but after four months of working almost exclusively on history generation, I was eager for a change. It was very satisfying to focus on making the main game […]

  • Weekly Update – May 17, 2023

    I noticed that some history event types were never selected by the history generator. These events involved multiple existing entities, for example the leader of a faction attacking the leader of an opposing faction. After a laborious review of the history generation logs, I pieced together what was happening. An event type’s selection eligibility is…

  • Weekly Update – May 5, 2023

    Huge progress this week. The website was redesigned, Unity was upgraded (first time in over two years), and there were many history/map generation improvements. Next week, I’ll fix the issues introduced by upgrading Unity, add more history generation event types, and address open bugs in the main game loop.

  • Weekly Update – April 28, 2023

    Work, illness, and visitors made for a slow start to the week. Despite this, I checked off a few big history generation tasks. I felt a bit burned out all week. I need to take some time off from history generation. I’ve been working on it almost exclusively over the past four months. It will…

  • Weekly Update – April 21, 2023

    History generation refinement carried on this week. For variety, I also started working on fixing known bugs in the main game loop, which is the goal for May. Next week, the main objective is to fill in a few major functionality gaps in history generation, in particular being able to place entities inside of other…