Why I moved from procedural generation to a handcrafted game world   Apr. 5th, 2018

Originally, I planned to make heavy use of procedural generation in the game I am currently working on, but I changed my mind and replaced all of my procedural generation code with an inbuilt editor that provides manual, pixel-perfect placement of all sorts of entities. Here's why...

Game dev progress: Day & Night lighting, prototype enemies & weapons   Mar. 29th, 2018

I've been busy with writing a new game engine in the low-level programming language Nim, on top of which I starting building a topdown action adventure that uses a dynamic day & night system. Some early prototype centipede enemies and test weapons are also being shown!

Prototyping progress - entity & collision systems   Mar. 20th, 2017

This shows my recent progress in prototyping a concept for a topdown game where you can explore and try to survive in an infinite world. However, unlike the procedurally generated worlds of most other games, I want to put actually meaningful and unique discoveries into this one...