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 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 14, 2023
I had a burst of motivation this week fueled by small victories and growing awareness of how much work I need to do to complete history generation. Next week should be rework-free, allowing me to concentrate on testing and refining history generation. There is one open issue that may be challenging to fix: events with…
Weekly Update – March 17, 2023
History generation improvements continued at a good pace this week. Now that there’s a way to link cause and effect history events, next week I’ll resume work on stocking the dungeon from the generated history. The system is working but more content (i.e. event types) is needed. Creating new event types in and of itself…
Weekly Update – March 3, 2023
Having several large, distraction-free blocks of time was a huge productivity boost this week. I haven’t had that over the past month. History generation progress continued to accelerate. The current capabilities are: What’s still needed: Next week, the “What’s still needed” bullets are the goal.