Day 3 of developing a procedurally generated roguelike game. Core game play is getting there, initial weapon dialed in with plenty more to be added (won't spoil).
Day 2 of developing a prodecurally generated roguelike game. Enemies have spawned, they won't stop following you until you kill them (or they get you), pathing is mostly solved, still work to do on animations and more...
Day 1 of developing a procedurally generated roguelike game. Fully procecurally generated maps, and main characters are now in. More to come in the next days, super excited for this
@mkratsios47 Instead of complaining about distillation, focus on doing a better job, you either compete by offering better products or keep complaining and achieving nothing, if not them, someone else will do it you won't stop it you won't deter them
@theo Been using the heck out of T3 to develop cool shit such as this Open Source Niri Style Tiling Window Manager for Windows (wink wink https://t.co/ch4N0IFeJ4) and I'd like to go out and touch some grass while carrying my agents on my phone and keep being productive