Week 2 progress


Map generation

I mixed the tunnel digging from the tutorial with the cave generator and the result looks pretty decent:

Screenshot from 2025-07-28 12-30-34.png Screenshot from 2025-07-28 12-43-03.png Screenshot from 2025-07-28 12-43-33.png

Graphics

Previously my 3d graphics looked like this: Screenshot from 2025-07-21 23-12-21.png

I went back to that and wrote a basic shader: Screenshot from 2025-07-26 14-54-43.png

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: Screenshot from 2025-07-26 15-05-00.png

And some experiments with different floor tiles: Screenshot from 2025-07-26 15-24-47.png Screenshot from 2025-07-26 15-51-06.png

This tileset was easier to compose since it only requires a single block and still looks pretty good: Screenshot from 2025-07-26 16-07-43.png

And then after some experiments using a 2.5d style using billboarded sprites from another pack: Screenshot from 2025-07-26 21-24-14.png

I realized that it actually looked better without the lighting shader (thank you webgl shader for being broken, i guess) Screenshot from 2025-07-28 12-08-28.png

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

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