The Liikennematto procgen overhaul is getting to the point where I'm tweaking new assets and fixing bugs. I want to improve (and add) animations and sounds before I ship, but the foundation is now complete!
In case you missed the announcement in our newsletter, we're hosting a casual get together in Yerba Buena Gardens, San Francisco on Tuesday, March 18 12:30 - 2:30 PM.
It's for anyone interested in #roguelike and #procgen topics, whether or not you have a pass for #GDC2025 (which is conveniently happening the same week).
It'll be primarily hosted by Kawa (@kawa), who will be wearing this dashing artefact Hat of Zot, so look for them when you're there!
I shared the backstory in a blog post about the enigmatic Base Computers in the wild in No Man's Sky that I keep seeing people ask about. (Blog post w/ pics, video, etc.)
For those curious...
https://nmsspot.com/2025/03/11/about-those-base-computers-in-the-wild/
Path traced procedurally generated #voxel world with the atmosphere volumetric shadows we fixed in the beta.
Download #Avoyd Voxel Editor and Renderer: https://www.enkisoftware.com/products
WIP decorative nature tiles/multi-tiles for #Liikennematto.
Part of the nearly-finished procgen rewrite into (driven) #wavefunctioncollapse.
For my game The Big Forest I want to have creatures that are both procedurally generated and animated. And not just crawly critters or aliens, but specifically mammals. This is quite a research challenge.
Here's a write-up on my progress over the past few years:
https://blog.runevision.com/2025/01/procedural-creature-progress-2021-2024.html
#ProcGen #SoloDev #IndieDev #GameDev
Cursed puzzles: fun to study, not to play
https://youtu.be/Wgge9NHPVqc
#gamedev #godotengine #procgen #puzzle
Happy new year & I need your opinion about this!
https://youtu.be/emz-kCNJnt4
#gamedev #godotengine #procgen #puzzle
Laser cutting paper is extremely satisfying!
Except you have that little piece that gets stuck somewhere and covers the path
#generativeart #procgen
Some progress with the procedural animation (bottom), although it's still pretty rough. And I'm cheating a bit here, copying the "footplate" positions directly from the reference animations while I'm focusing on other things like inverse kinematics.
#ProcGen
When I set upon to add ”driven” WFC (wave function collapse) to Liikennematto for #procgen, I didn’t know that it would take 1.5 years. Now it’s almost done.
I have two kids now and can only work in 1-2 hour bursts once per week or so. Sometimes I take a month-long break. Slow but steady, so slow.
I'm working on revamping the inverse kinematics algorithm for my procedural animation with focus on handling a variety of foot roll scenarios better. Results so far are promising, though far from done yet.
Only, I'm having an issue with snapping when the heel was the best target but can't reach anymore, so it tries to reach with the toe instead. It's not just a technical issue; I'm unsure how I even want it to work.
#ProcGen #GameDev
What with the first No Man's Sky DLC (free), the Starborn Phoenix ship that just dropped, here are a few words about the history of the ship. (Hint: It's from the game 'Wipeout')
https://nmsspot.com/2024/07/14/a-few-words-about-the-wipeout-ship-in-no-mans-sky/
I've been making #procGen backgrounds based on a 5x5 pixel grid for the current game project this week.
here are various stages of completion. I feel like I'm almost there with this.