Thanks for the game share!
I'm building Tales from Danger's Den: it procedurally generates small fantasy stories in retro turn-based RPG form. It's recently entered closed alpha; there's a lot more variety I'm still planning to program in. Here's what it looks like now.

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''Explore a mix of hand-crafted and procedurally generated areas, fully customize your own private island, raise animals, meet and romance villagers, fight monsters, gamble for your life in the spirit world and so much more!''

BACK IT PLEASE! ♥

https://t.co/ZtbZYPWUsH

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There are hundreds of individual properties; constellations, helmets, eyepieces, celestial bodies, ruling planets, armor, elements, and zodiac signs too, of course. Each piece had to be vectorized, colored, and assembled in place to be readied for procedurally generated wizardry.

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Zoku, The Harvest: my fan art of a procedurally generated goddess of war, death, and fortresses.

Dwarf Fortress fanart by: Lily Abdullina

https://t.co/3n8Ut1uX7C

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I'm making a game inspired by RPGs of the 8-bit era, except that it can procedurally generate any of thousands of small stories, each with its own characters and world. Its first closed alpha release is a week from now.

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Fuck animations, I'm doing everything procedurally now. This is how humans wave, right?

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Spent some time using Ai to mix and procedurally generate some images based on my uploaded paintings over on

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New forest level progress! This is the first outdoor procedurally generated area in the game. The very trees and nature are meant to impose on the player and this may manifest in some fun, devious ways 🙃.

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COLLECTIBLES GIVEAWAY 🔥

Crypto Minis are 2000 NFT sprite generate procedurally on erc1155. 🤘

Like & Retweet 💙
Follow & me 🙏
Tag your friends 👋

Prize: CryptoMinis
https://t.co/j1vmKwIcbb

Ends: 72 hrs

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I'm building a game that makes small, procedurally generated stories after the style of NES-era RPGs.
Today I gave guards things to say, including advice for new players. It so happens that the guards in my default seed are named Capp and Pepp. I love them.

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the hollow knight wisp lamp was super fun to make; i synced a custom, choppy wind with a flipbook texture to make a procedural animation. the rock surface detail for the eggs was made entirely procedurally in substance for fun

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I'm in early stages of making a game that serves up procedurally generated early-Dragon-Warrior-style adventures. All pixel art is mine.
Recent news: the MacGuffin has a randomly generated name. IDK what a Crystal Book is for, or how Sr. Renta got or lost it, but I'll find it. :D

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my second piece from the space series
everything procedurally generated (except glare)

blorbian scout

https://t.co/N1LuKh5ZAp
only 5 pieces for 2 tez

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more experiments with procedurally generated graphics

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Experimenting with procedurally generated quest descriptions.

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for example, something like this is only really doable with an isosurface, trying to displace geometry to this shape procedurally just isn't really doable (especially where it breaks into separate pieces, which ofc is impossible with only displacement ;)

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My fifth house for One House Per Day is the Bubble House. All procedurally generated and robotically drawn. https://t.co/DydmiKXVHt

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Find out how I procedurally generate my colour palettes in Photoshop with my process videos! ✨

https://t.co/eDALbPSMAD

https://t.co/iIhsLObs7W

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Finally finished writing a procedurally generated dungeon path creator today for my game. Just tell it how many dungeons and how many forks are needed, and it does the rest.

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Hi Indra, here are my concept voxel artworks for visualising a procedurally generated field of flowers.

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