Carving Terrain Like Water

A few years back I wrote a handful of posts about faking water on top-down maps: generating 2d rivers, cliffs, and an exhumed river channel. Those one-off experiments eventually grew into a proper map library I’ve been maintaining called compass. Revisiting them now is fun because real-world geology already solved the “make it look natural” problem ages ago. I just borrow the names and loosely approximate the process. Here are three of the fluvial generators and how they actually work. ...

February 18, 2024 · 3 min

No FPS is a Roguelike

I’ve struggled with the concept of merging the roguelike turn-based system with a FPS. Having a turn based on when you fully leave a cell makes the monsters seem jumpy which doesn’t make for very nice gameplay. Because I believe turn-based systems are core to roguelikes and first person shooters can’t be turned based in a cohesive way, I’ve dropped the FPS perspective altogether and pulled the camera above the player. ...

March 10, 2017 · 1 min