Main Takeaway: An overview of some of the new features and implementation details in my isometric game: UI & icons update; player and enemy ... Learn how Oskar Stalberg created an algorithm that procedurally generates beautiful environments guided by player's input.

Devlog Normalization Session Removing Hardcoded Paths -

An overview of some of the new features and implementation details in my isometric game: UI & icons update; player and enemy ... Learn how Oskar Stalberg created an algorithm that procedurally generates beautiful environments guided by player's input. After months of development, SHARDLOCKED got a facelift and has been completely overhauled!

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  • An overview of some of the new features and implementation details in my isometric game: UI & icons update; player and enemy ...
  • Learn how Oskar Stalberg created an algorithm that procedurally generates beautiful environments guided by player's input.
  • After months of development, SHARDLOCKED got a facelift and has been completely overhauled!
  • This week was all about getting the core systems actually talking to each other.

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Visual References

Devlog | normalization session | Removing hardcoded paths
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Devlog | normalization session | Removing hardcoded paths

Devlog | normalization session | Removing hardcoded paths

Read more details and related context about Devlog | normalization session | Removing hardcoded paths.

SHARDLOCKED Just Keeps Getting BETTER

SHARDLOCKED Just Keeps Getting BETTER

After months of development, SHARDLOCKED got a facelift and has been completely overhauled! This video shows gameplay in ...

Escaping Dependency Hell: Designing a More Flexible Module System (Jonathan Blow)

Escaping Dependency Hell: Designing a More Flexible Module System (Jonathan Blow)

Read more details and related context about Escaping Dependency Hell: Designing a More Flexible Module System (Jonathan Blow).

Completely Rebuilding My Game | Devlog 2

Completely Rebuilding My Game | Devlog 2

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Devlog #9 - Interact Logic, Grid Snapping & Removing PCG Grass

Devlog #9 - Interact Logic, Grid Snapping & Removing PCG Grass

This week was all about getting the core systems actually talking to each other. I reworked the interact logic so tiles respond ...

Mildly infuriating problems with Godot

Mildly infuriating problems with Godot

Learn for free on Brilliant for a full 30 days: . You'll also get 20% off an annual Premium ...

How One Guy FIXED Procedural Generation

How One Guy FIXED Procedural Generation

Learn how Oskar Stalberg created an algorithm that procedurally generates beautiful environments guided by player's input.

No Engine Devlog - HUD, Pathfinding, Shaders and Fast Template Strings

No Engine Devlog - HUD, Pathfinding, Shaders and Fast Template Strings

An overview of some of the new features and implementation details in my isometric game: UI & icons update; player and enemy ...

Best Code Architectures For Indie Games

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