Hi there, and welcome to this very special weekly update!
Yes indeed, this one can be special. Everything about this update is related in one form or another to death.
As you may or may not know death (or the capacity for a player to lose) can be an important part of any game. It can tak…
Last week started with some kind of epiphany: I've kinda forgotten the idea of the iterative top-down development of Agile development, which is sad.
So after a bit of reflexion, I've decided that it was time to start building stuff like menus, save files and playable characters.
This wa…
While making a roguelike game, procedural generation have to be quick and yet intriguing enough for the generated level to be fun to just pick up and play.
There are many ways to generate and laying out procedurally generated rooms. In The Binding Of Isaac, for example, you have many differe…
Like last week, the room development is still in progress. While there are two new rooms I've also had time to tweak the lighting a bit here and there.
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