Designing AI for Explore

In my previous article I talked about designing a dungeon generation system for the roguelike I'm working on, Explore. Today I'm going to talk about writing the AI and some of the design decisions behind enemies. Speed and Timing Explore, like many roguelikes before it, is a turn-based game. With…

Scriptable Dungeon Generation

I've talked about dungeon generation in the past, specifically an algorithm that I've used in a few places. That same algorithm is at work in my roguelike which I've been calling "Explore". Since I've already covered exactly how that algorithm works, I'm going to cover a slightly different…

Image Transformations

This was a post from my old blog. Some links/formatting/images may be out of date. A while back I wrote an article about a simple scripting language I created called ImageQuery. The project was a small proof-of-concept, and while it worked, it had numerous issues. The first issue…

A small header-only C++ ECS library

This was a post from my old blog. Some links/formatting/images may be out of date. "I haven't made a post in a while. I should work on that," I thought to myself. "Oh, I know! I'll talk about the little library I made a few…

Complex dungeon generation

This was a post from my old blog. Some links/formatting/images may be out of date. I can't release the original source used for this (which was written in C++), but I have a very similar implementation in C# from a different project that I've posted in full here:…