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.| The Shaggy Dev
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 at how I improved the quality of its output while maintaining performance goals.| The Shaggy Dev
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!| The Shaggy Dev
Here’s a look at how units are created, managed, and used in my turn-based rogutelite.| The Shaggy Dev
Transparent menus on things like OptionButtons are not exactly as straightforward as you would expect, so here’s a look at how I fixed it for Unto Deepest Depths.| The Shaggy Dev
Here's a brief answer to a viewer question concerning unit selection and movement in Unto Deepest Depths.| The Shaggy Dev
Let’s look at how my latest strategy game, Unto Deepest Depths, is designed. I’ll break down the application architecture, how I manage turn order, and show the core code snippets behind the main game loop.| The Shaggy Dev