7 Day Roguelike 2020: Day 1
Today I focused on procedural generation. I have a small playable demo of a procedurally-generated sewer. Walls are placed using wave function collapse, then sludge pools, bridges, doors, and the start and goal locations are chosen based on hand-crafted rules. I then spent an hour or so integrating the level generator into the RIP engine, and messing around with graphics and lighting.
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