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Anonymous

Anonymous asked:

What methods did you use to procedurally generate those maps? Like... how did you do it?

skytorn:

It’s a mix of a bunch of different things. The island shape is created using multiple layers of Perlin Noise. Then, the type of terrain in each tile in each area is placed using a weird algorithm I made that’s like a mix between a drunkard-walk algorithm and a flood-fill algorithm. Next, rooms of different types (there are a bunch of different kinds of rooms) are scattered throughout the island. The insides of the rooms are predesigned, but have random segments in them. Finally, I use an A* algorithm for the tunnels connecting everything.

There’s a bunch of other stuff scattered around through this, but that’s the basics of the island shape. The actual monsters, treasure, etc, are usually determined by the rooms.

Here’s it in action

However advanced a civilization might develop, however clearly might its intelligent scientists understand the laws governing reality, there is one thing they might never be able to understand. The simple question of ‘how it feels like not to exist’ is too complicated for a mortal mind to compute. You have found the answer.

-Teleglitch death screen. It says something different every time, and there’s a lot of dying in this roguelike.

It’s on sale in the Humble Store right now for $4 and change.Teleglitch cover art

alamantusgamedev:

I learned how to make seamless hand-painted textures today! They’re not, like, the best textures ever, and maybe the grass looks too much like thorns, and maybe the dirt looks a little bit too much like beans, but I’m so excited! I could never figure out how it was done before, but now thanks to this video tutorial I found, organic textures like dirt and grass are actually doable! In GIMP, you can add a little more “seamlessness” if you want: just follow what this guy does and then do a Filter -> Map -> Make Seamless on top of the final combined layer and BOOM! Beautiful seamless textures. :)

I tried bump-mapping these a little bit, but that just looked bad. It also kind of defeats the purpose of the hand-painted look… Oh well!

I’m going to try to do simple hand-painted textures like this for ./Gather, because I think that would do the world the most justice. :)

Ever wonder how textures are made? They’re one of the main aesthetic focuses in high-fidelity games, but the art of making them, and making them well, is scarcely understood. This is a great method for indies to make custom grass/debris/dirt textures.

killscreen:

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SAY HELLO TO OFF GRID, A GAME ABOUT PRIVACY IN THE DIGITAL AGE

Paradox? Why not.

A video game that informs the players on internet privacy? As a medium, video games are giving Hollywood a beat-down in this respect. It’s been done in conspiracy novels before, of course, but Off Grid and WatchDogs seem to be leading the pack while the film and TV industry are happy to shrug it off for the most part.

alpha-beta-gamer:

Hyperdrive 3D is a good looking futuristic racing game where the multiplayer is completely integral to the single player experience, yet remains optional.

You’ll be able to complete campaign races to earn credits to upgrade your vehicle, wager credits with other players in multiplayer races with up to 12 other people.  You can upgrade and customise your vehicle to suit you play-style, focusing on speed and handling or making your racer a juggernaut of destruction.

It’s a highly customisable, multiplayer orientated, cross-platform WipEout-style racer, where how you play is up to you.

Sign-Up for the Alpha (PC, OUYA, iOS & Android)

I’ve been saying for a while that futuristic racers are in short supply. Personally, I would focus a futuristic racer on dynamic player choice both for customizing their vehicle and the way they choose to race, but this looks pretty cool also. And it looks really good for something coming out on mobile and OUYA platforms.

polygondotcom:

Potato salad Kickstarter reaches goal, promises better mayonnaise

Appropriately enough for the July 4 holiday weekend, a crowdfunded campaign to make a batch of tasty potato salad is more than 180 times over its goal and, with 27 days left in the fund drive, is already one of the most successful projects in Kickstarter history.

Potato Salad, to be developed by Zack Danger Brown of Columbus, Ohio, surpassed its $10 funding target within hours of being listed on Kickstarter on Friday, and as of publication time has gathered $1,803 from more than 350 backers.

(Link to the full story)

This man is the god of Kickstarter. There is no Kickstarter that cannot come true, if you just really want it.

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