Week 2 progress
Map generation
I mixed the tunnel digging from the tutorial with the cave generator and the result looks pretty decent for now:

Graphics
Previously my 3d graphics looked like this:

I went back to that and wrote a basic shader:

Unfortunately, uniform directional lighting is where my shader skills begin and end, and I was having big trouble composing the 3d assets without an editor:

And some experiments with different floor tiles:

This tileset was easier to compose since it only requires a single block and still looks pretty good:

And then after some experiments using a 2.5d style using billboarded sprites from another pack:

I realized that it actually looked better without the lighting shader (thank you webgl shader for being broken, i guess)

So this is the final style I’ve settled on. Here it is in action:

And with the lighting on for the level:

And an experimental overhead mode that lets you zoom out to see more of the map and is more similar to a traditional 2d view:

ECS and turn based
Earlier this week I wrote a long rant about ECS architecture
Get RaygueLike 2025
RaygueLike 2025
Following a basic roguelike tutorial
| Status | In development |
| Author | sirdorius |
| Genre | Strategy |
| Tags | No AI, Open Source, Roguelike, sourcecode, Turn-based |
More posts
- Week 7 progress58 days ago
- Week 6 progress64 days ago
- Week 5 progress71 days ago
- Week 4 progress79 days ago
- Week 3 progress87 days ago
- Turn and action resolution - ECS style96 days ago
- Week 1 progressJul 21, 2025
- Tech stack - Graphics API and wasmJul 18, 2025
- Tech stack - ECS and languagesJul 18, 2025
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