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#procjam

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Boris<p>Ha, I returned to my <a href="https://mastodon.gamedev.place/tags/procjam" class="mention hashtag" rel="tag">#<span>procjam</span></a> 2023 project which I gave up because it wasn&#39;t working, made a one line change, and now it does.</p><p><a href="https://www.boristhebrave.com/2023/12/03/generative-generators/" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://www.</span><span class="ellipsis">boristhebrave.com/2023/12/03/g</span><span class="invisible">enerative-generators/</span></a></p>
Keith Evans<p>Last month I took some time off to work on <a href="https://peoplemaking.games/tags/procjam" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>procjam</span></a> and like most years I didn't finish what I started; which is fine, since I knew this was going to be kicking an old <a href="https://peoplemaking.games/tags/proceduralgeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>proceduralgeneration</span></a> idea into gear again</p><p>There's a lot going on with this city generator. It plots rivers and coastlines, doing a reasonable facsimile of erosion and longshore drift and coastal estuaries</p><p>It splits the area into areas that would be representative of city blocks, and ensures that any potential road networks only have to, at their base level, deal with four-way intersections</p><p>Now it's taken those city blocks and worked out the actual area they have to work with, based on the rivers and the coasts, and stored whether they're adjacent to a river or a coastline or both</p><p>The goal will be to grow the city over time and historical periods, increasing road widths and changing building and transit technologies over time until a reasonable city is generated down to the building floorplans and subway/sewer level.</p><p><a href="https://peoplemaking.games/tags/indiedev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>indiedev</span></a> <a href="https://peoplemaking.games/tags/gamedev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedev</span></a></p>
Oleg Dolya<p>⛵️Sails - a simple generator of sailing ships for <a href="https://mastodon.gamedev.place/tags/PROCJAM" class="mention hashtag" rel="tag">#<span>PROCJAM</span></a> 2024<br /><a href="https://www.patreon.com/posts/sails-115426745" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://www.</span><span class="ellipsis">patreon.com/posts/sails-115426</span><span class="invisible">745</span></a></p>
Felipe Nonato<p>Entry for PROCJAM! Had a great time working this pixel multiplication system. Also it is a funny experience when you distract yourself with your own work. Spent to much time looking the at colors just going by!</p><p><a href="https://djuniou.itch.io/rgplants" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="">djuniou.itch.io/rgplants</span><span class="invisible"></span></a></p><p><a href="https://sigmoid.social/tags/PROCJAM" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>PROCJAM</span></a></p>
Christiaan Moleman<p>Working some more on my procgentrees for <a href="https://mastodon.gamedev.place/tags/PROCJAM" class="mention hashtag" rel="tag">#<span>PROCJAM</span></a>. Added new oak sprites and now trying to make the tree construction to be more specifically oak-ish. Getting closer, but not quite there yet.</p><p><a href="https://mastodon.gamedev.place/tags/procgen" class="mention hashtag" rel="tag">#<span>procgen</span></a> <a href="https://mastodon.gamedev.place/tags/indiedev" class="mention hashtag" rel="tag">#<span>indiedev</span></a></p>
Andrea Quaro<p>also: marsh survey station, ruins</p><p>(I dunno if I regret that spire tbh)</p><p><a href="https://mastodon.art/tags/LEGO" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>LEGO</span></a> <a href="https://mastodon.art/tags/architecture" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>architecture</span></a> <a href="https://mastodon.art/tags/ProcJam" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProcJam</span></a></p>
Andrea Quaro<p>combinations (intake towers, outlets, spillway)</p><p><a href="https://mastodon.art/tags/LEGO" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>LEGO</span></a> <a href="https://mastodon.art/tags/architecture" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>architecture</span></a> <a href="https://mastodon.art/tags/ProcJam" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProcJam</span></a> <a href="https://mastodon.art/tags/GameDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDev</span></a> <a href="https://mastodon.art/tags/IndieDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>IndieDev</span></a></p>
ferunando<p>waking up today, i realized that what i want to do, is make *a lot* of things.<br>not big things.<br>not impactful things.<br>but *a lot* of things.</p><p>and for that, i need to internalize a few things.<br>that i have to take care of my body: i need to pay attention to things that are bothering it, and rest, and eat well, and drink lots of water.<br>that while i can't rush things and have to leave time for things to settle down so i can see better what they want to be, i need to be better at communicating and sharing what's been happening, even if it ends up looking all over the place.</p><p>i want to make a lot of things.<br>and for that, i need time.<br>but also, honestly...<br>i need to find myself a bit better.</p><p>that's why i want November to be a "coming back to life" month.<br>not yet in a "look the things i'm doing" kind.<br>no.<br>i want it to be about taking time to explore again what does it means, for me, to *make things*.</p><p>* writing a little bit every day.<br>* making something for <a href="https://peoplemaking.games/tags/PROCJAM" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>PROCJAM</span></a> then keep adding to it.</p><p>i want to see it all.</p>
Andrea Quaro<p>bonus: dam with buoy, ice floe, step well. </p><p><a href="https://mastodon.art/tags/ProcJam" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProcJam</span></a> <a href="https://mastodon.art/tags/LEGO" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>LEGO</span></a> <a href="https://mastodon.art/tags/Architecture" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Architecture</span></a> <a href="https://mastodon.art/tags/Ice" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Ice</span></a></p>
Andrea Quaro<p>modules</p><p>I've been doing some physical prototyping* for <a href="https://mastodon.art/tags/ProcJam" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProcJam</span></a> 2024 over the weekend. These are ideas for a <a href="https://mastodon.art/tags/ProcGen" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProcGen</span></a> system that makes dam infrastructure for my current game. </p><p>I wanted to start more physically loose this time, before I make something in code. I feel that screen-only work is limited to a certain range of expressions, which may work against the form-finding I'm trying to do at the beginning of a project.</p><p>(* playing with <a href="https://mastodon.art/tags/LEGO" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>LEGO</span></a> )</p><p><a href="https://mastodon.art/tags/GameDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDev</span></a> <a href="https://mastodon.art/tags/IndieDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>IndieDev</span></a></p>
Andrea Quaro<p><a href="https://mastodon.art/tags/ProcJam" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProcJam</span></a> 2024 has started! i’ll be participating again this year, as part of my current game project. i’ll be making a system for generating architectural structures. hopefully it‘ll result in a generator i can submit to the jam - in any case i‘ll be posting process here on my tl. </p><p>(pic: work from 2 years ago i‘ll use as a starting point) </p><p><a href="https://mastodon.art/tags/ScreenshotSaturday" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ScreenshotSaturday</span></a> <a href="https://mastodon.art/tags/GameDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDev</span></a> <a href="https://mastodon.art/tags/PixelArt" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>PixelArt</span></a></p>
carbonacat<p>going to try the <a href="https://mastodon.social/tags/procjam" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>procjam</span></a> next! I got a few ideas but the "vintage" theme doesn't quite fit them so I'll have to think that again XD</p>
Andrea Quaro<p>this year‘s <a href="https://mastodon.art/tags/ProcJam" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProcJam</span></a> starts in three days - its their 10th anniversary!</p><p>submissions open from october 26th 2024 to november 5th 2024.</p><p><a href="https://itch.io/jam/procjam" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="">itch.io/jam/procjam</span><span class="invisible"></span></a></p><p><a href="https://mastodon.art/tags/GameJam" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameJam</span></a> <a href="https://mastodon.art/tags/ProcGen" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProcGen</span></a></p>
Peter "Wraithkal" Christiansen<p>Make Something That 'PROCJAM 2024' Something</p><p><a href="https://www.wraithkal.com/procjam-2024/" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="">wraithkal.com/procjam-2024/</span><span class="invisible"></span></a></p><p><a href="https://mas.to/tags/procjam" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>procjam</span></a> <a href="https://mas.to/tags/procjam2024" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>procjam2024</span></a> <a href="https://mas.to/tags/gamejam" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamejam</span></a> <a href="https://mas.to/tags/procgen" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>procgen</span></a></p>
john d. moore<p>Was sad to abandon my <a href="https://mastodon.online/tags/procjam" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>procjam</span></a> game but realized there might be a game I actually care about making well in this idea (a continual ascent up a randomly generated treacherous tower) and I wasn't close enough to the right specifics of design by jam's end. Also I got to watch 5 movies over the weekend instead of spending those hours crunching on a game.</p>
Devember<p>Today it&#39;s the first day of <a href="https://mastodon.gamedev.place/tags/procjam" class="mention hashtag" rel="tag">#<span>procjam</span></a>, did you know?</p><p><a href="https://itch.io/jam/procjam" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://</span><span class="">itch.io/jam/procjam</span><span class="invisible"></span></a><br />Submissions open from December 2nd 2023 at 1:00 AM to December 11th 2023 at 1:00 AM</p><p><a href="https://mastodon.gamedev.place/tags/devember" class="mention hashtag" rel="tag">#<span>devember</span></a> <a href="https://mastodon.gamedev.place/tags/programming" class="mention hashtag" rel="tag">#<span>programming</span></a> <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="tag">#<span>gamedev</span></a></p>
Boris<p>Let&#39;s celebrate the start of <a href="https://mastodon.gamedev.place/tags/procjam" class="mention hashtag" rel="tag">#<span>procjam</span></a>!</p><p>I&#39;ve finally released v1.0.0 of Sylves, a library for working with 2d and 3d grids.</p><p>New grids this time include Voronoi grids, jittered grids, Off Grid and Chair Grid. There&#39;s also a ton of fixes.</p><p><a href="https://boristhebrave.com/docs/sylves/1/" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://</span><span class="ellipsis">boristhebrave.com/docs/sylves/</span><span class="invisible">1/</span></a></p>
LunarFinch<p>Well, guess I should share what I&#39;m working on now that I&#39;m here!</p><p>My latest project is this tiny voxel island generator that I made for <a href="https://mastodon.gamedev.place/tags/procjam" class="mention hashtag" rel="tag">#<span>procjam</span></a> last week. It takes a random seed to create a cute little island :)</p><p>This was a very chill project. I was mainly interested in learning how to work with <a href="https://mastodon.gamedev.place/tags/godotengine" class="mention hashtag" rel="tag">#<span>godotengine</span></a>&#39;s ArrayMesh, and I&#39;m pretty happy with the results!</p><p><a href="https://lunar-finch.itch.io/variations" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://</span><span class="">lunar-finch.itch.io/variations</span><span class="invisible"></span></a><br /><a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="tag">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/indiedev" class="mention hashtag" rel="tag">#<span>indiedev</span></a></p>
finn<p>I made a little hex island generator in Unity inspired by the amazing <br />@stavridisc and <span class="h-card" translate="no"><a href="https://mastodon.social/@cmzw" class="u-url mention">@<span>cmzw</span></a></span> work for <a href="https://mastodon.gamedev.place/tags/procjam" class="mention hashtag" rel="tag">#<span>procjam</span></a> 2022!</p><p>Check it out on browser right here!<br /> <a href="https://finn-truong.itch.io/hexislandgenerator" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://</span><span class="ellipsis">finn-truong.itch.io/hexislandg</span><span class="invisible">enerator</span></a></p><p><a href="https://mastodon.gamedev.place/tags/procgen" class="mention hashtag" rel="tag">#<span>procgen</span></a> <a href="https://mastodon.gamedev.place/tags/unity" class="mention hashtag" rel="tag">#<span>unity</span></a> <a href="https://mastodon.gamedev.place/tags/indiedev" class="mention hashtag" rel="tag">#<span>indiedev</span></a></p><p>🎵 Front Porch Blues by Chris Haugen</p>
Eli Davis<p>Finally submitted the project to <a href="https://mastodon.gamedev.place/tags/procjam" class="mention hashtag" rel="tag">#<span>procjam</span></a>! Try out the tool yourself and tell me about all the bugs!</p><p><a href="https://itch.io/jam/procjam/rate/1841642" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://</span><span class="ellipsis">itch.io/jam/procjam/rate/18416</span><span class="invisible">42</span></a></p>