This month there isn’t really anything visual that’s changed with my turn-based dungeon crawler. Instead, this past month has been a lot of invisible structural work. For example, there hadn’t been any way to complete a dungeon and start a new one, so I added in an end location to reach. Meanwhile, I’ve also been doing a lot of refactorings and code cleanup, one of which I want to highlight in this post.
Specifically, I created an interface for the various interactive objects to share. While it’s not where I learned of this programming construct, the following video is a pretty good explanation of what I did:
Last month I showed off grid-based movement in a randomly generated dungeon, but now I’ve added the beginnings of combat, the beginnings of loot/treasure, and (most crucially) randomly generated monster sprites! Here are screenshots of the enemies taken from different play sessions:
As I blogged about a couple months ago, I’m writing a little RPG for a fun hobby project. I was inspired by this twitter thread about a random monster generator, and I designed a tabletop rule system to use. Since then I’ve been implementing things in Unity, and this month I want to talk about the first two things I programmed: procedural dungeon generation, and grid-based A* (or A-star) pathfinding.
I was at GDC last week! Qualcomm sent me to help staff their booth. I wrote some of the demos after all, so I could answer questions about the demos. I met a ton of people there, with several people standing out as especially notable/unexpected. I already tweeted about these encounters, so I’ll just post those tweets:
After seeing the most recent asset drop from Quaternius I decided to make a little game with it while on holiday. Well, I quickly realized I would need AI code for the enemy characters, so I whipped up a little demo of an AI character controlled with a state machine and waypoints.
I’ve started working a bit with the new Shader Graph in Unity (mostly because I’ve started using URP) so I just want to share some early observations. TL;DR I’m a bit leery of Shader Graph right now and am finding I’d rather just write the shaders manually as I have been.