Author Archives: tomc

SSS#5: Fighting Back

This week, I added sword attacks, mob death animations, and player inventory to the game.

screenshot screenshot screenshot

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Screenshot Saturday #4

No screenshots this week, but I do have a video that demonstrates everything I’ve done.

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Screenshot Saturday #3

Most of the work I’ve done on Lenna’s Inception this week has been related to saving and loading games, and as such is invisible. New screenshots are here regardless.


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Screenshot Saturday #2

This week I’ve done a few little bits and pieces on Lenna’s Inception.

screenshot screenshot
screenshot screenshot

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Procedural Dungeon Generation – Part 1.5

In my previous post on procedural generation, I proposed an algorithm for generating dungeons with puzzles including keys and locked doors.

The algorithm took about three hours to implement in Java, including the viewer, and I’ve uploaded it to github.

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Screenshot Saturday #1

Progress on Lenna’s Inception was slow this week, due to an unrelated software release (M4DH). I did manage to design an algorithm for procedural Zelda-style dungeon puzzle generation. As nothing visible on the game changed, I have no new screenshots.

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Procedural Dungeon Generation – Part I

I mentioned in my post, The Inception of Lenna’s Inception, that I wanted to combine Zelda’s game mechanics with roguelike randomization for my game Lenna’s Inception. The Binding of Isaac went some way towards this, but doesn’t contain the item-based puzzles that (to me, at least) characterize Zelda.

In this post, I’ll introduce an abstraction for Zelda-like item-based puzzles, and an initial algorithm for generating puzzles procedurally.

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The Inception of Lenna’s Inception

I spent a lot of time playing Link’s Awakening over the holidays, and while I was playing it, I couldn’t help but pick apart the mechanics of the game. It was like I was Neo in the Matrix: I could see the code (although definitely not in a literal sense, Nintendo). This gave me some ideas…

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360 Degree Field of View

It was a question that inspired me to start programming fishpye (also known as raycl): what would it look like to be able to see in all directions at once? The answer, it seems, is quite weird:

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