Radio Silence

It’s been a while since I last gave an update on Lenna’s Inception. I’m not dead and I have not ended the project; I’m just taking a much needed break. Soon I will continue work on it, albeit at a …

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Room Styling in Lenna’s Inception

This week I implemented room styling in my game Lenna’s Inception. Room styling builds upon my previous work to procedurally generate dungeons with lock and key puzzles, Metazelda, to detail what is contained in each room down to the level of individual tiles.

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Early SSS #13 – Filling Rooms

This week I’ve added a few different room styles so dungeons don’t look quite so bare. The video shows them off best, but there are screenshots below.

More inside.

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SSS #12 – Linking up Lenna and Metazelda

I’ve finally linked Metazelda and Lenna’s Inception together to procedurally generate dungeon layouts.

More inside.

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Screenshot Saturday #11

This Screenshot Saturday, I have a little bit of progress to show on dungeons. A lot of my effort this week has been spent organizing code into map and scene generators, and adding command line “cheats” for controlling them.

More inside.

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SSS #10 – First boss and music

This time, I added background music and the game’s first boss. There are a few things that will eventually need cleaning up, but now there’s nothing stopping me from progressing with procedural dungeon generation.

Screenshots inside.

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SSS #9 – Sound, keys and locks

This week was super-productive. I added sound effects (which make a huge difference!), keys, colored-key-locked doors, locked doors that open only after all the enemies have been defeated in the room, coins and random bush drops.

With the keys and locked doors, I’m now a huge step closer to being able to implement the procedural dungeon generator for real.

Screenshots inside.

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SSS #8 – More bad guys

Since the last update two weeks ago, I added more enemies to the game, heart pickups to replenish health, and (completely off-topic) I’ve spent a week in the Netherlands.

More inside.

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Screenshot saturday #7

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Screenshot Saturday #6

There’s a long list of things I’ve done to the game this week. It seems like now that the hard stuff (networking, the core of the engine, etc.) has been done, I can add features at a rate of about one per day.

These new features work seamlessly on networked multiplayer.

More inside.

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