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SnargleQuest Dev Log

Tuesday, February 26, 2013. Back on the Job, with Some Progress. I'm back from my unannounced half-year hiatus. After hitting my little tech demo milestone last August, I tried some more new avenues on the force-directed layout approach but continued to hit the same fundamental wall. I needed to take a break to generate some new ideas, and also to devote some extra attention to helping someone I care about through a difficult time. As you can see, the new algorithm can handle quite large layouts with lit...

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SnargleQuest Dev Log | snarglequest.blogspot.com Reviews
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Tuesday, February 26, 2013. Back on the Job, with Some Progress. I'm back from my unannounced half-year hiatus. After hitting my little tech demo milestone last August, I tried some more new avenues on the force-directed layout approach but continued to hit the same fundamental wall. I needed to take a break to generate some new ideas, and also to devote some extra attention to helping someone I care about through a difficult time. As you can see, the new algorithm can handle quite large layouts with lit...
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SnargleQuest Dev Log | snarglequest.blogspot.com Reviews

https://snarglequest.blogspot.com

Tuesday, February 26, 2013. Back on the Job, with Some Progress. I'm back from my unannounced half-year hiatus. After hitting my little tech demo milestone last August, I tried some more new avenues on the force-directed layout approach but continued to hit the same fundamental wall. I needed to take a break to generate some new ideas, and also to devote some extra attention to helping someone I care about through a difficult time. As you can see, the new algorithm can handle quite large layouts with lit...

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1

SnargleQuest Dev Log: More Eye Candy

http://www.snarglequest.blogspot.com/2012/06/more-eye-candy.html

Monday, June 11, 2012. Today's been a grab bag including graphical tweaks, a new graph type generator, and a lot of rework that's helping me try new things in areas of level gen that had previously been inflexible. That's a constant battle, but I'm starting to work my way into some new avenues. The results are sure pretty:. June 20, 2012 at 6:50 PM. Very pretty yes. I notice that most of those levels have one corridor connecting 2 halves of the dungeon. Was that on purpose? June 20, 2012 at 8:24 PM.

2

SnargleQuest Dev Log: Back on the Job, with Some Progress

http://www.snarglequest.blogspot.com/2013/02/back-on-job-with-some-progress.html

Tuesday, February 26, 2013. Back on the Job, with Some Progress. I'm back from my unannounced half-year hiatus. After hitting my little tech demo milestone last August, I tried some more new avenues on the force-directed layout approach but continued to hit the same fundamental wall. I needed to take a break to generate some new ideas, and also to devote some extra attention to helping someone I care about through a difficult time. As you can see, the new algorithm can handle quite large layouts with lit...

3

SnargleQuest Dev Log: February 2012

http://www.snarglequest.blogspot.com/2012_02_01_archive.html

Tuesday, February 28, 2012. The dungeon just got a lot more dangerous: monsters now chase the player from all over the map. I'll have to put some limits on this (waking and sleeping, disturbance, stealth, etc.), but for now it's amusing to see situations such as this arise:. The screenshot also showcases the colorful new combat log. Revel in its translucent beauty. Monday, February 27, 2012. Saturday, February 25, 2012. Coin of the Realm. Up next on the roster, experience gain and pathfinding. Just a lit...

4

SnargleQuest Dev Log: Stuffing the Guts Back In

http://www.snarglequest.blogspot.com/2012/08/stuffing-guts-back-in.html

Wednesday, August 1, 2012. Stuffing the Guts Back In. Subscribe to: Post Comments (Atom). A Late Night, and a Milestone. Stuffing the Guts Back In. View my complete profile. Picture Window template. Template images by fpm.

5

SnargleQuest Dev Log: Tangled Web

http://www.snarglequest.blogspot.com/2012/07/tangled-web.html

Monday, July 30, 2012. Naturally, it's a huge mess. I think this will cut out a lot of friction for me, though, with the ongoing plot work. For now, there's a lot of old code commented out, and some half-written graph code awaiting further brain cycles. Subscribe to: Post Comments (Atom). On the Questing Path. View my complete profile. Picture Window template. Template images by fpm.

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Graphlike: October 2014

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Friday, October 24, 2014. That Which Is Graphlike. Even such a simple trope as the lock-and-key puzzle, for example, has only lately been explored, e.g. by forward-thinking games such as Brogue. Here's an illustration of the basic idea:. So what's it good for? Well, I've got some ideas, but my real hope is that if I put this tool in the hands of creative people, they'll show me. Uses for it that I never would have considered. I believe the possibilities are vast. Here are some of the ideas I'm. When play...

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Graphlike: That Which Is Graphlike

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Friday, October 24, 2014. That Which Is Graphlike. Even such a simple trope as the lock-and-key puzzle, for example, has only lately been explored, e.g. by forward-thinking games such as Brogue. Here's an illustration of the basic idea:. So what's it good for? Well, I've got some ideas, but my real hope is that if I put this tool in the hands of creative people, they'll show me. Uses for it that I never would have considered. I believe the possibilities are vast. Here are some of the ideas I'm. When play...

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SnargleQuest Dev Log

Tuesday, February 26, 2013. Back on the Job, with Some Progress. I'm back from my unannounced half-year hiatus. After hitting my little tech demo milestone last August, I tried some more new avenues on the force-directed layout approach but continued to hit the same fundamental wall. I needed to take a break to generate some new ideas, and also to devote some extra attention to helping someone I care about through a difficult time. As you can see, the new algorithm can handle quite large layouts with lit...

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