Using compression to avoid redundancy
Marcos' Mysterious Maze » Devlog
In this video I use a compression trick to determine which treasure locations are too trivially solved along the normal door puzzles.
Marcos' Mysterious Maze
a puzzle roguelike-like
Status | In development |
Author | Marcos Donnantuoni |
Genre | Puzzle, Platformer |
Tags | Procedural Generation, Roguelike, Roguelite, Sokoban |
More posts
- New "physics" system allowing fragile crates16 days ago
- Pleasantly surprised by the procedural generator97 days ago
- Using Godot's ConfigFile class to store the game's shape codex97 days ago
- Progress report: some Main Menu Musings97 days ago
- Keeping It Simple: trial and error vs. complex codeJul 25, 2024
- Simplifying difficulty bagsJul 19, 2024
- About difficulty bags & coming demoJul 16, 2024
- Basic save and load using Godot's JSON parserJul 10, 2024
- Restricting the map to visit only solved levelsJul 09, 2024
- Celebrating 100 episodes with some Godot GPUParticles3D!Jul 07, 2024
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