Weekly progress post #89: Slog

Today’s stream was spent mostly on updating Baba’s levels into a new format; I had changed the positions of the various objects in the editor’s “reference map”, so to say, so all the levels were just randomish garbage. I had planned to re-do all the levels by hand but talking about it aloud on-stream made me realize that coding a conversion tool would probably be easier. And so it was! Converting all the levels + adding their names back still took a lot of time, phew. I also started implementing the game’s map again; I’m still missing some features to make the map to my liking so for now I’ll just recreate the old map in order to make sure that I have a fully working version of the game handy when needed. I’d say I need one more stream to be at the point where I have the game fully working again, with some jank here and there. After that it’s just a matter of adding the new map features in order to make the whole system work in the way I want.

In other news, I’ve been super into markov chains again and recently revisited my old generator, this time redoing it from scratch with the generation now being done a letter-by-letter level instead of word-by-word. The results are really promising and I’ve had fun generating texts from a public domain cookbook & the script of The Two Towers:

In fact, this stuff has been so much fun that I finally started a twitter account that I can use to share generated texts I find amusing. It’s called @chaingenerator.

One Comment

  1. Marcos says:

    Nice! The graffitis in Dis Pontibus are generated by a similar method.

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