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blog.perishgame.com

PERISH Blog

Aug 10th, 2015. Aug 1st, 2015. This week: More work on creating furniture for themed rooms. Next week, for a change of pace, going to figure out how best to dynamically destroy objects that have been assembled procedurally. Normal way is to have a pre-made destroyed version ready to fall apart. Tricky if some objects are assembled at runtime. Jul 26th, 2015. Filed under: Procedural mishaps. Jul 19th, 2015. Jul 11th, 2015. This week: Bugfixing and making art assets. Jun 28th, 2015. Jun 20th, 2015.

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PERISH Blog | blog.perishgame.com Reviews
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Aug 10th, 2015. Aug 1st, 2015. This week: More work on creating furniture for themed rooms. Next week, for a change of pace, going to figure out how best to dynamically destroy objects that have been assembled procedurally. Normal way is to have a pre-made destroyed version ready to fall apart. Tricky if some objects are assembled at runtime. Jul 26th, 2015. Filed under: Procedural mishaps. Jul 19th, 2015. Jul 11th, 2015. This week: Bugfixing and making art assets. Jun 28th, 2015. Jun 20th, 2015.
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PERISH Blog | blog.perishgame.com Reviews

https://blog.perishgame.com

Aug 10th, 2015. Aug 1st, 2015. This week: More work on creating furniture for themed rooms. Next week, for a change of pace, going to figure out how best to dynamically destroy objects that have been assembled procedurally. Normal way is to have a pre-made destroyed version ready to fall apart. Tricky if some objects are assembled at runtime. Jul 26th, 2015. Filed under: Procedural mishaps. Jul 19th, 2015. Jul 11th, 2015. This week: Bugfixing and making art assets. Jun 28th, 2015. Jun 20th, 2015.

INTERNAL PAGES

blog.perishgame.com blog.perishgame.com
1

PERISH Development Blog : Photo

http://blog.perishgame.com/image/124461443502

2

Filed under: Procedural mishaps. - PERISH Development Blog

http://blog.perishgame.com/post/124461443502/filed-under-procedural-mishaps

Filed under: Procedural mishaps.

3

Unable to get much done the past week or so due to... - PERISH Development Blog

http://blog.perishgame.com/post/123845457007/unable-to-get-much-done-the-past-week-or-so-due-to

Unable to get much done the past week or so due to a back injury. Hope to get back on track this week.

4

PERISH Development Blog: Archive

http://blog.perishgame.com/archive

Filter by post type. Update Oct 09 - Oct 22. Minimap ported. added scaling and alpha options to menu. New enemy placement system. map is populated my enemies in a more interesting and scalable way. EntityInteractable refactor. all interactable objects inherit from this now. handles all UI prompts, etc. Level structure system. dungeon generation can track what level we are on and choose from a weighted list of different generators appropriate for that level. Oct 24, 2016. Update Sept 25 - Oct 08. Attack a...

5

This week: - PERISH Development Blog

http://blog.perishgame.com/post/121463001047/this-week

New Room system. Rooms/Areas are randomly assigned a ‘flavor’ from a large list of types. Previously the decor/furniture would just spawn semi-randomly wherever it would fit. It looked … fine. But now rooms have theme-appropriate set dressing spawning together in an area according to its flavor. Requires a lot more room-specific furniture assets though, so next week I guess I’m making those.

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Aug 10th, 2015. Aug 1st, 2015. This week: More work on creating furniture for themed rooms. Next week, for a change of pace, going to figure out how best to dynamically destroy objects that have been assembled procedurally. Normal way is to have a pre-made destroyed version ready to fall apart. Tricky if some objects are assembled at runtime. Jul 26th, 2015. Filed under: Procedural mishaps. Jul 19th, 2015. Jul 11th, 2015. This week: Bugfixing and making art assets. Jun 28th, 2015. Jun 20th, 2015.

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