Fullstack dev by day. By night I'm building Vaultlight: a dungeon map generator that looks like 1986 dreamed it.
Building it fully in public: every decision, every bug, every ugly first version.
This is the ugly first version.
@0xPajke Nice job!
This is making me understand that Fable has a "predetermined" way of building textures
I had fable create a simple game to celebrate the birthday of my girlfriend and the game seems to have really similar textures (even if on a really smaller scale than your game)
@osgamer74 Understandable, I truly love the disposition, it reminds me of those fables my parents read me about when I was 5/6
Please keep creating these beautiful maps π₯ππ»
@trolllordgames Usually not, I try to create new places but sometimes I try to blend fantasy and reality
For example one of my cities was ruled by gnomes and it was called Constantignomoli (in Italian the joke is clear but in English it would be like Constantignomople) but it's not quite as fun
@bkgibsonwrites That's the reason i'm never preparing detailed sessions for my players
They always find a way to derail, even if there is no rail at all
"Let's all jump through a hole we happen to find in a random house we decided to burglar in" π
@Marky_X_ Those are all nice games, me and my group always play Catan, but I like to differentiate and rotate between games, I've recently bought Speakeasy and we're having a blast with it
Letters from white chapel is a really good alternative (although a different genre)
@Brennan_Lup AI can write the code in a magnificent way sometimes (especially Claude Fable), but understanding the Architecture and the design choices is what makes a difference at the end
Minimize the effort, maximize the result (still not using AI that much atm)