Tag: Procedural Generation

  • Weekly Update – July 31, 2026

    The week started with a new map generation feature and ended with QoL/UI enhancements. Room Group Modifiers Modifiers can now be applied to every room in a group, enabling the entire map or portions of the map to be stocked with similar content, or modified in a similar manner. This allows natural disasters such as…

  • Weekly Update – July 17, 2026

    Third highly productive week in a row. That may be a record for 2026. Key Binds Keys can now be remapped in the game settings. This started out as wanting to display what each key did. I reasoned, after the new UI panel was built, that it wouldn’t be that much more work to support…

  • Weekly Update – July 10, 2026

    It was another solid week. The final missing pieces of map generation are falling into place: locked doors, progressive difficulty and rewards, and acceptable random room stocking. Improved Locked Doors Room Risk and Reward Rooms now have risk and reward scores to control their difficulty and loot quality. Risk and reward scores are based on…

  • Weekly Update – July 3, 2026

    I had two days off from work this week and spent most of that time working on Legend. Dungeon stocking continues to significantly improve. Enemy AI is in good shape, though ranged enemies need more tweaking. More polish is needed throughout. Optimization Game performance has been gradually declining. It was time for another optimization pass.…

  • Weekly Update – June 26, 2026

    This week’s focus continued to be improving random room generation.  New Content Room Modifiers Randomly generated rooms can now have their contents modified at the end of the room generation process, allowing a room to be flooded, burned, abandoned, etc. Room Modifiers work by adding, removing, and replacing room content. They increase room variety without…