#PuroDunjon
Sometimes, checking distances feel better than checking intersections

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon #screenshotSaturday #screenshotSunday
November 30, 2025 at 12:48 AM
I hope I'll be able to do nice things with shadows

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon #screenshotSaturday
November 29, 2025 at 8:40 PM
No sure about the total number of dungeon rooms, 4x4 seems fine enough whereas 7x7 could be too much (maybe in challenge mode?)

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon #screenshotSaturday
January 31, 2026 at 3:19 PM
Later today, I'll make a technical post on itch.io about the "design" behind #puroDunjon

#indiedev #indiegame #gamedev #solodev #playdate
February 3, 2026 at 3:54 PM
While I do have faith in the maze algorithm, I'll still have to make a map screen

Obviously, it'll be better once said algorithm is fully implemented

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon #screenshotSaturday
January 31, 2026 at 3:09 PM
Because if a door separate 2 rooms, to which room does it belong? both? neither?

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon
February 11, 2026 at 12:51 PM
I'll try the mantra again, "make it before make it good"

Working on the sequences flow first is kinda good for me

I think I'll reuse most of the assets from the original one

It's a remake, not a remaster tho

#indiedev #indiegame #gamedev #solodev #playdate #screenshotSaturday #puroDunjon
November 29, 2025 at 3:30 PM
One thing keeping me from simply porting #PuroDunjon to the #picoSystem is that I wouldn't give justice to the incredible titlescreen theme made by ‪‪@xdeviruchi.bsky.social‬

One day, a remake maybe

#indiedev #indiegame #gamedev #solodev
July 26, 2025 at 8:48 PM
For the life of me, I can't find why this very implementation of the algorithm won't work

Do the original implementation was working "eventually"?

So, of course, I'll be implementing a different one

Maze aspect is important, so 🤞

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon
February 1, 2026 at 12:43 PM
Reaching a satisfying solution for handling collisions, doors, locking mechanisms and keys

Still need triggers and some specials objects, but not today

Now it's time to set the keyboard aside because I'm soooooo tired

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon
February 11, 2026 at 8:33 PM
While rewatching the trailer, I think I've found the way I want to tell the game story, this time

I'm leaning toward letting the player make them own interpretation with things found here and there

Writing less, putting holes and clues

#indiedev #indiegame #gamedev #solodev #playdate #PuroDunjon
January 29, 2026 at 9:27 AM
It take a variable length of time for me too simply use available tools (let's say ogmo) and not reinvent the wheel (but still feel stupid for wasting hours)

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon
February 9, 2026 at 6:57 PM
Currently reforging my prop system to be less generic, thus having to redo the map switching component

Also, I defined the core gameplay along the lines of "what was your sentence, and what can will you do about it"

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon #screenshotSaturday
December 6, 2025 at 7:19 PM
Switching map took some time: Setting a proper format editable in ogmo and usable in game

The whole thing is a bit sudden, so maybe a quick transition could be interesting

But at least, it seems to load & parse quickly, which is nice

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon
December 5, 2025 at 12:53 AM
So, obviously, I try implementing the old algo and boy o boy

2x2 works, given the limited possibilities

3x3 feel like failing brute force as it takes too much time

My aim is 4x4, no less, and ideally up to 7x7

Moving to another algo

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon
February 2, 2026 at 4:33 PM
Some invisible improvement where the title screen use a tilemap for 90% of what's visible

Cramming letters and tilesets in an unique image: 256x256, 47.2KB as for now

Slow updates are still updates

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon #screenshotSunday
February 8, 2026 at 8:54 PM
Pondering if I should make a continuous camera scrolling targeting the player, scrolling upon room transition or not bother at all and teleport the camera when changing room

The less cumbersome solution will eventually become obvious

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon
January 27, 2026 at 1:16 PM
I don't have much to share right now because I want to take my time

I'll have to make some tests to put screen readability first, given the 1bit nature of the display

Still, I want it to be a good port/remake

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon #screenshotSaturday
January 24, 2026 at 6:38 PM
*.drawSampled() is nice but hard when you want to draw 2d using 3d position

I may still use it somehow, but I'd rather have a good workflow with simpler, connected tilemaps and small dynamic elements/fx

Ogmo is still fun to parse

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon
December 3, 2025 at 9:47 PM
Next thing is sorting the dead ends by distance from the starting room and locking them recursively (guess what's inside?) metroidvania style!

A nice concept not limited to mazes

I may use it for some other game(s)

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon #screenshotSaturday
February 7, 2026 at 2:45 PM
Back to writing the maze generator (again), seed based as always

It's a good exercise and on #playdate hardware, it should not take too long to generate the rooms

Obviously I'll do console tests and optimise

Worst case, I make a loading screen

#indiedev #indiegame #gamedev #solodev #puroDunjon
January 29, 2026 at 7:51 AM
I think I should start the year with porting Puro Dunjon to the #playdate

The game seems to fit nicely on it, and a daily challenge mode more so

I may add some things, but only after the core gameplay is nailed

#indiedev #indiegame #gamedev #solodev #puroDunjon
January 19, 2026 at 6:50 PM
Playing with *.drawSampled(...), because it looks better, but still wary of the impact on fps

Ogmo for ground tilemap & some tricks for props

Also it'll be both a remake and a prequel

I hope I can add gameplay/lore in a compact shell

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon
December 2, 2025 at 9:34 PM
After many attempts, I switched from Kruskal's algo to Eller (with some adjustments)

It's incredibly fast (and efficient), so any loading screen may be for mood

3x3: tests for required deadends 👍
4x4: default 👍
5x5 up to 7x7: 👍 (NG+ ?)
😀
#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon
February 3, 2026 at 12:18 PM
The good news: I found bugs in how I picked a value from the seed

Still wonder if I should go back to my old implementation or try a new one

Tests and performances will decide in the end, as I don't want to exclude larger 7x7 maze yet

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon
February 2, 2026 at 11:44 AM