in case anyone missed it: the Hole Digging Game 1.0.1 is now out! it's a slow, gentle, goalless game intended to invite curiosity and reflection, featuring procedurally generated visuals + sound.
as of today, there's a mac version thanks to @sh0vemedia! https://t.co/lOD8ERx4ss
i feel like text mode roguelikes are could learn so much from ZZT flower field color work!
(also more people should use ⧯⧱⧲
(from Miscellaneous Mathematical Symbols-B))
a truth about humans is that they can be coerced to run in smaller circuits, smaller and smaller, until all their travels are confined to a circle a hand's breadth across and they believe they have no choices at all.
working on new sprites for undead characters. left is a sepulchral crawler, which is a (mostly) noncombat unit. right are three designs for the sepulchral "spider", a sort of arthropoid unit well-suited for clambering quickly through tunnels.
an /extremely/ promising start in poschengband cut short by a high level unique which spawned in town, two missed firebolts in a row, and me being too stingy to teleport (monster had 0% health)
working on new sprites for undead characters. left is a sepulchral crawler, which is a (mostly) noncombat unit. right are three designs for the sepulchral "spider", a sort of arthropoid unit well-suited for clambering quickly through tunnels.
some more work on sepulchral crawlers and "spiders", which i might call "striders"
also a [turret / assembler], (top), which is a stationary unit often serving as a turret, but which you can socket other spells into: it can deploy a bridge, light a room, buff you, plant flowers.
synopsis post:
recently i've been working on a rendering prototype. it's a Wolfenstein style fan raycaster.
it has:
displacement mapped walls
terrain raycaster floors (entirely different tech, but texture matched).
(angle constrained) real time shadows