The navigation system of Unto Deepest Depths
Answering a few viewer questions about how I parse, store, and use map data in my tactical roguelite so that units know where and how they can move and attack.
Answering a few viewer questions about how I parse, store, and use map data in my tactical roguelite so that units know where and how they can move and attack.
Post-processing shaders don’t always apply to all UI elements, so here’s a quick and simple fix to make sure they do.
Here’s a look at how the AI in my tactical roguelite, Unto Deepest Depths, works. We’ll break down the high level design, some algorithm specifics, and look ...
Taking screenshots in-engine is very simple in Godot and can open up a wide range of possibilities for your game. This technique has become a go-to of mine t...
I’ve open sourced the post-processing shader from Unto Deepest Depths, so now you too can have a crunchy retro look to your pixel art game!