#mapgen
Mapgen still loves to make swastika towns i see
transport fever 3 comes out tomorrow, can't wait to find out if they remembered to put a game in the game this time
September 30, 2026 at 2:23 PM
mapgen error removed the bathroom wall and placed a chair facing the toilet there instead
April 29, 2026 at 2:43 PM
gotta say, it's bad mapgen rng for the "key industrial resource" region and the "constant geopolitical conflict" region to be the same region
March 6, 2026 at 2:54 AM
factorio でRTAやってた人がSAでもRTAやってるw
何時間かかるんだろ
https://www.twitch.tv/antielitz
Twitch
100% DS Space Age Speedrun (All Achievements), on Default Mapgen, no Blueprint Import
www.twitch.tv
November 30, 2024 at 6:26 PM
The mapgen algorithm definitely looks very wrong and unnatural from afar but when one is looking at it not in the map it looks ok if you ask me.
terraria.wiki.gg
September 27, 2026 at 8:09 AM
I'm revisiting my older mapgen project as a place to do some experiments.

As part of this, I updated the code to be a full working program instead of just a library that you had to figure out how to use. github.com/redblobgames... now matches www.redblobgames.com/maps/mapgen2...
January 16, 2025 at 12:32 AM
Tweaked mapgen code a bit for the new update so it creates more interesting shapes for the junkyard levels. 🗺️
#indiedev #gamedev #indiegame #procgen
March 23, 2025 at 4:58 PM
#7DRL end of day 1

- mapgen
- movement
- fov
- UI sidebar
- hunger
- start of an inventory

using rotLove in fennel
March 1, 2026 at 10:19 PM
Okay, it was inevitable, I'm dipping into fantasy consoles
Making some sort of basic roguelike on LowRes NX now, I guess (tried just basic mapgen but got carried away)
So far so good
Writing on BASIC resurfaces soooo many childhood memories x)

#gamedev #fantasyconsole #lowresnx
July 15, 2025 at 6:24 PM
long time no post, let's do a writeup on procedural mapgen!

🧵 on how it went from a complicated mess to placing legos

#godotengine #gamedev
September 12, 2026 at 11:42 AM
This part of rulespace makes me think of roguelike mapgen
August 5, 2025 at 7:18 AM
Messing around with mapgen features.
April 11, 2025 at 4:53 PM
a bit mapgen
August 10, 2026 at 5:57 PM
Earlier, I posted that i needed to update my map generation, before i could start creating rooms to go in maps.

Apparently, my ADHD brain decided that meant i needed to do that before bed tonight.

Anyway. Here's my new mapgen. It's really nifty.

I'm going to bed.
#gamedev
#godot
November 3, 2024 at 5:10 AM
i could go for another remnant game from gunfire
legit had a good time in remnant II because it truly did feel like a soulsborne shooter that leveraged replaying levels to actually uncover new things or secrets on different mapgen

and im happy it didn't try to do live-service bs
February 26, 2026 at 9:57 PM
I kept telling myself I should tackle mapgen but then I realized I forgot a menu and item spawning...

Thankfully I had tried to make a simple game in the past that had both before so I just moved most of the code over and spent some time debugging.

#gamedev #pico8 #roguelike
May 9, 2026 at 3:08 AM
mapgen is focused on a lot but it's often just a means to an end and the reason such games get away with a lack of intentionality is probably because despite *resembling* more traditional games the areas in a modern roguelike where conflict is created with the player just feel very different
June 12, 2025 at 5:36 PM
It would be nice to have XCOM 2 mapgen but 1960s/70s architecture.
February 8, 2026 at 4:09 PM
I am now enamored with the idea of little bitesize updates that either rhyme, mispronounce, or letter swap one letter with Caves to add new content.

Cafes of Qud - Random cafes

Canes of Qud - Variety of rare canes

Knaves of Qud - More untrustworthy npcs

Curves of Qud - New mapgen

🤣🤣🤣
December 25, 2024 at 2:23 AM
I've created another mod for @hytale.bsky.social

MapGen - Real World Map Generator for Hytale
Create a beautiful PNG of your current map

www.curseforge.com/hytale/mods/...

#hytale #hytalemodding @hytalemodding.bsky.social
February 2, 2026 at 11:40 PM
I should post more #onhere , past weekend I restarted my mapgen project, I learned how to do hill shading! which made me so excited. next up is figuring out how to use the green red color scale for aridity--wetness instead of elevation. #godot
September 8, 2025 at 2:44 PM
I have two techniques -- either design mapgen so it CANNOT fail (i.e. all tiles are burrowed sequentially from some starting position, guaranteeing connectivity OR composed out of prefabs that make hard connectivity promises) or having a post-generation check/reject/re-gen loop.
December 1, 2025 at 7:52 PM