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DUNGEON DISPATCH

// devlog for CryptsOfEtherwyn โ€” a 2D pixel RPG

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โ–ถ ALL DEVLOG ENTRIES

12 entries ยท Solo dev journey for CryptsOfEtherwyn

#12

Procedural Dungeon Gen: When Your Algorithm Builds a Wall Maze

BSP tree dungeon generation, the corridor-room ordering bug that cost me two days, and lessons in reading output before writing code.

#11

Designing Turn-Based Combat That Doesn't Feel Like Waiting

Energy points, hit-pause frames, enemy verbs, and why every status effect needs to be readable in half a second.

#10

Pixel Art Workflow: Aseprite to Godot Without Losing Your Mind

My complete asset pipeline from Aseprite sprite sheets to animated characters in Godot 4. Includes the import settings that took forever to figure out.

#09

Field of View & Fog of War: Raycasting on a Tile Grid

Shadowcasting, Bresenham's line algorithm, and why I ended up with a hybrid approach that's slower but looks much better.

#08

A* Pathfinding for Monsters: The Stupid Version First

I implemented four versions of monster movement โ€” random walk, direct line, basic A*, and optimized A* with flow fields. Here's what each one taught me.

#07

The Tilemap Problem: Autotiling Rules in Godot 4

Godot 4's tilemap autotiling system is powerful and confusing in equal measure. A walkthrough of my dungeon wall tile rules.

#06

How I Designed the Crypt Biome (Concept to Final Tile)

From reference gathering to palette restriction to final 16x16 tile set. The full visual design process for the game's starting biome.

#05

Choosing Godot 4 Over Unity: One Year Later, Was It Right?

I made the switch during the Unity runtime fee debacle. A year in, here's my honest take on Godot 4 for solo 2D game development.

#04

Saving and Loading: The Most Boring Critical System

JSON vs binary, what to serialize, how to handle versioning, and why I made a save system before I had anything worth saving.

#03

Setting Up a Solo Dev Project: Git, Godot, and Good Habits

My project structure, git workflow for game development, and the trello board I abandoned after two weeks.

#02

Designing the Core Loop Before Any Art Exists

GDD document, placeholder rectangles, and why I playtested with literally colored squares for three months before drawing a single sprite.

#01

CryptsOfEtherwyn: The Why and the What

The first entry. Why I'm making a dungeon crawler, what games inspired it, and a completely wrong estimate of how long it'll take to finish.