Improving Pathfinding + Navigation

In my last post [https://xbloom.io/2020/01/20/scriptable-cinematics-with-coroutines/] I showed off how my cinematic system works. The result was this nice little gif: The caption said, "The navigation system is a little funky and needs a rewrite"... Well, now I've done a large refactor of the navigation…

Scriptable Cinematics with Coroutines

I've been working on and off on a small 2D ARPG for a year or so. There's very little to show right now (and it's almost entirely using placeholder assets) but I'm incredibly proud of some of the underlying tech. Kenney [https://kenney.nl/] makes some wonderful assets to use…

Designing AI for Explore

In my previous article [https://xbloom.io/2017/11/10/scriptable-dungeon-generation/] I talked about designing a dungeon generation system for the roguelike I'm working on [https://xbloom.io/2017/11/07/designing-a-web-based-roguelike/], Explore [https://xbloom.io/tag/explore/]. Today I'm going to talk about writing the AI and some of…

Scriptable Dungeon Generation

I've talked about dungeon generation in the past [https://xbloom.io/2016/04/17/more-complex-dungeon-generation/], specifically an algorithm that I've used in a few places. That same algorithm is at work in my roguelike which I've been calling "Explore [https://xbloom.io/tag/explore/]". Since I've already covered exactly how…

Designing a web-based roguelike

For a couple of weeks I've been working on a number of new projects, but the one I want to talk about today is a little web game. I don't have anything but a code-name for it yet, but the overall goal is a web-based game in the vein of…