Week 2 progress
Map generation
I mixed the tunnel digging from the tutorial with the cave generator and the result looks pretty decent:
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
RaygueLike 2025
Status | In development |
Author | sirdorius |
Genre | Strategy |
More posts
- Turn and action resolution - ECS style2 days ago
- Week 1 progress6 days ago
- Tech stack - Graphics API and wasm10 days ago
- Tech stack - ECS and languages10 days ago
- Tech stack - intro10 days ago
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