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Hi, I'm Nathan (he/him), and I'm an NPC. #introduction #introductions 

I am a , and now I've started a Ph.D. on and . Being an , to me, means that I should support designers and players. My goal is to aid character growth and enrich the story. But an NPC isn't a void; we can and should use our views and morals to push the main characters to do better. With my , I especially want to support marginalized devs and players. You can learn more about my work at

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For , I made Dreams of Collapse: In an ever-shifting dreamscape that you can reshape, battle your nightmares.


Progress update on my dream-logic roguelike: nightmares are officially scary now, and will chase you. But you can respond with bigger, badder dream manipulation!

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Today for my dream-logic roguelike, I implemented a first pass of "lucid dreaming" -- destroy and re-imagine part of the dream on command!

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Today's progress on my dream-logic roguelike: nightmares appear in the dream. You can attack them, and they will retaliate!

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The terrain gen uses my constraint-based level generator tool, GroundCollapse ( This ensures that the world will always connect tiles sensibly when re-building itself.

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Working on a dream-logic roguelike for - when you leave a place and come back, it may not be what you remember...

Which didn't matter until I recently tried to use DuplicateObject on the parent, and apparently it only does a deep-copy on objects that are parented properly. *The More You Know*

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Today in gamedev: fixing a crash due to a mistake I made in setting an Unreal object's parent wrong in code I wrote over a year ago, which I thought might be wrong at the time but ignored...

A (test) text representation of a procedurally generated train car. It has a water spigot (s), obstacles (#), machines (m), and plants (p)

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This builds on the idea of "Gardening Games," by Max Kreminski: - you are tending and growing things sustainably, not mining resources to bring back to your plants.

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Very excited about our design: growing plants to reclaim cars in a nigh-infinite futuristic train (think Snowpiercer) by repurposing wasteful machines to collect water.

Some very parallel grid-like tunnels, opening into a larger cavern.

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Here's a few more cool patterns.

The parameters to get output like this are:

--tileset=tilesets/calciumtrice-outdoor/larger-tileset-purple.json --failureMillis=5000 --size=15 --optimizationMillis=5000 --optimizationScreens=0

(Requires latest code from

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Expanding the demo tileset for GroundCollapse, my constraint-driven procgen tool. It can create some very strange patterns when generating larger chunks!

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I just found out about watabou's new generator: One Page Dungeon generator (which is maybe just a one-level dungeon generator). Very pretty maps, too.

In the demo, you can move through an infinite landscape, and the constraint solver guarantees that every tile will fit with its surroundings.

But if you return to where you were, you may find that the landscape is not how you remember it.

The tool could be very flexible. You can add constraints and optimization rules, change tilesets, different visualizations, etc. Code:

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For , I made a tool and demo for generating infinite 2D terrain in a dreamlike, ever-changing landscape. It uses constraint solving based on Wave Function Collapse! It's now open-source and free to download from:

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