Kyle and RichJun 28, 20194 minTool Time - With Rich and KyleWe’ve been actively working on the game for a few years now at this point. Our main focus has always been on implementing systems, seeing...
Kyle and RichApr 26, 20193 minState of Development 2This is our second “State of Development” post. We’ll be going through what we’ve accomplished since our first state of development post...
Kyle and RichNov 16, 20187 minState of DevelopmentOther than our introduction post, we haven’t talked much about the systems we have created or plan to create. This post is going to go...
Kyle and RichSep 21, 20182 minPathing in Much DungeonThis post is about how we use pathing algorithms in Much Dungeon. We’ll be staying away from implementation details and focusing on...
Kyle and RichAug 24, 20184 minLighting Much DungeonThis post is going to take a deep dive into how we handle lighting in Much Dungeon. Just like our posts on world generation, there are...
Kyle and RichAug 11, 20183 minProcedural World Generation - Part 2Before we get into more world generation talk, just want to say that there will be some less technical posts in the future that cover...
Kyle and RichJul 29, 20184 minProcedural World GenerationThe World Much Dungeon’s world is generated on a grid system. Each cell within the grid is a “tile” that we can place enemies, items, the...