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Most of my time has been put into creating that Arena content I keep going on about. Outside of that I also created a documentation markdown file (found here HERE) regarding the dialogue system. The document isn't complete, as a bunch of extra options/features aren't documented in it yet, but at over 2k words, I hope its a good start to understand the system haha.
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SaaSHub
SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives
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The source code is now open and can be found here: https://github.com/BigJk/end_of_eden
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I want to display images in terminal with the most details, so I researched a bit and ported a very clever algorithm over to go. I also released it as a library with more details: https://github.com/BigJk/imeji
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prime-intersection-grid
A tool to assist Intersecting multidimensional axes with offsets to populate a volume
After building a simple prototype for a generative world, I took a few weeks and formalized my code in some foundational libraries (things got crazy internally) and am now tying that back together in a client/server architecture (to then be wrapped in electron). While the game is still in progress (my rough plan is an unbounded diablo-like, quest driven adventure game, but with more of an ikari warriors style pacing and some elements of Myth and classic Ultima era RPGs), I'm very happy with how the foundational stuff I've built is going so far. I can't post everything (not all open source), but here are a couple of the relevant libs: https://www.npmjs.com/package/submesh-treadmill https://github.com/khrome/prime-intersection-grid (no docs currently, but this is how I layout features in the game world without needing to compute things outside the calculated cell)
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Thanks, if you're curious about how the layout works, it's an enhancement of what I built for voxel.js in voxel-biome. I am unsure if that lib will be open or not, but the basics are present in the things that are.