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Room Generation using Constraint Satisfaction

Two weeks ago, I was part of Roguelike Celebration and gave a talk on room generation using constraint satisfaction. It was great! Here is the video of my talk: I don’t know why but the sound is a little jerky at times. :( And with my terrible accent, it may not be easy to understand certain parts. So I will transcript the talk in this article. Before we start, you can get the demo code that…

Vagabond – Dungeon and Cave Generation – Part 3

Few weeks ago, I released the version alpha 2 of Vagabond. One of the new features is the ability to mine ore veins in caves. This article is the follow-up of the two previous parts on dungeon generation (part 1, part 2) where I explained how the structure of the caves were generated. However, the rooms were completely empty. In this article, I will explain how the rooms are filled with monsters,…

Procedural Death Animation With Falling Sand Automata

Hi everyone! In this post, I will show you how I used falling sand automata to generate death animations for monsters of my game Vagabond.

Vagabond Enters in Alpha!

Hi everyone! It has been a while since last time. I was working very hard on Vagabond to be able to announce you today that Vagabond is now in alpha! The game is available on Steam and its official website is vagabondgame.com.

Vagabond – City Generation

Hi everyone! Last month, I had been working on city generation. The goal was to use buildings generated by my building generator, to place them on the map and to link them using roads. In this post, I will share with you the main ideas and techniques I used to achieve that. Here is an animation showing the overall process:

Vagabond – Building Generation

Hi everyone! These last weeks, I had been working on building generation. I want to share with you the main ideas of my method, some insights, and my results! Here is a quick glimpse of the overall process:

Vagabond – Let’s Fight

Hi everyone! It’s been a long time since the last devlog. I have been mainly working on monsters and combats. I created a lot of components and systems but nothing which deserves its own blog post. Let’s see the improvements. Sorry, your browser doesn't support embedded videos.

Vagabond – Teleporting Into Dungeons

Hi everyone! Last two weeks, I was working on teleporting the players from one map to another. I will use this system to enter into dungeons, buildings, etc. and also to leave them. But it was not that easy to implement as it required some deep architectural changes in the game engine. Sorry, your browser doesn't support embedded videos.

Palette Swapping With Shaders

Hi everyone! In this devlog, I will show you a technique that I love and that I will abuse in Vagabond: palette swapping. Palette swapping is simply changing the palette of a texture. Here, we will do that at runtime using shaders. It was a useful technique in the old days to add variety in the assets without using too much memory. Now, it is used in procedural generation to produce new assets, I…

Vagabond – Exploring the World

Hi everyone! This is the first devlog since I stopped working on the game engine and really started working on the game. I did not publish a post last week, I started writing an article about the new implementation of my entity-component-system library but I did not find the time to finish it yet. The last two weeks were pretty busy.