| Pronouns | he/him/his |
| Website | https://npc.codes |
| itch.io | https://npcdev.itch.io/ |
| Pronouns | he/him/his |
| Website | https://npc.codes |
| itch.io | https://npcdev.itch.io/ |
back on my bullshit (generating infinite dungeons with constraint solving)
well, it's starting to look sort of like a dungeon layout at least...
(tiles by Calciumtrice, https://opengameart.org/content/dungeon-tileset-1, CC-BY-3.0 - http://creativecommons.org/licenses/by/3.0/)
Dungeon tileset by Calciumtrice, usable under Creative Commons Attribution 3.0 license. An original dungeon tileset suited for rogue-likes with 16x16 tiles and a wall height of 32 pixels. The tileset includes walls, ceilings, floors, doors and gates, furniture and containers, characters, monsters and items.
I (along with my research collaborators) am now looking to recruit a few game designers for a participatory design study. (For anyone who doesn’t know me, I’m Nathan, a PhD candidate doing research on game AI at Northeastern.)
The designers would discuss and provide insights to assist us in developing a tool to help solo or small-team independent game designers who want to build robust AI for their game, but may not be able to get support from a dedicated AI engineer.
(1/2)
Just released a major new version of EvolvingBehavior, v0.2.0!
(A free and open experimental plugin for evolving NPCs in #UnrealEngine - https://evolvingbehavior.npc.codes)
you ever just get unreasonably excited about the command pattern and events? no? just me?
in related news, my tileset editor for procjam now has undo/redo