michaelcassidy.net

I post things about webdev and gamedev

Procedural generation of meta-level layout

17 August 2021 gamedev

I really enjoy games like Slay The Spire, Monster Train, Faster Than Light, Spelunky and more. They’re all quite different roguelike games (deckbuilder card games, spaceship combat simulator, adventure platformer) but they all share something similar: randomly generated “meta-level” maps: The spire of Slay The Spire. The sectors and beacons in FTL. The railway in Monster Train.

I’m working on something similar for my platformer (maybe). No details yet besides this quick WIP demo to show a few friends.

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2D Platformer – build 002

06 June 2021 gamedev

Making a platformer character “feel” good is tough. It requires lots of tweaking, and you can’t always rely on using Unity’s physics engine to handle things for you — platformer game physics doesn’t really behave behave like real world physics! This build adds a DevTools panel for easier in-game balance tweaking, so I can customise, at runtime, some of the custom physics I created.

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