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K.Chplr

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A member registered Nov 08, 2014 · View creator page →

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I did a variant of one of my entries from 2015 ( Stochastèmes, http://www.kchapelier.com/stochastemes/ ) : Praenomènes, a first name generator for multiple languages based on ngram models. https://itch.io/jam/procjam/rate/514284

T'is my backup project for Procjam, considering how my main project did not pan out.

Need imaginary first names ? I gott'em.

Sad to say my generator of old engravings of leaves did not pan out as intended. My mistake was to isolate systems which are inherently interrelated. Sure I had a nice generator for the general shape of the leaves, for the midrib / petiole / pulvinus, for the venation, for the "sub venation" and the dentation, but as a whole it would not work. A more sensible, but more daunting, approach to the problem would have probably been to simulate the growth of the leaf. It would also have expanded the possibility space of the generator...

I tried to scope down and go for a stylization which required less details but it was not aesthetically pleasing. So if anyone is interested, I published a stripped down version with only the part which are more or less working (the general shape, the midrib / petiole / pulvinus and the main venation) and direct access to all the parameters. http://www.kchapelier.com/procjam2019-aborted/ 

I'll try to come up with a really simple project to submit by the end of the day.

It's really a matter of point of view. From my perspective a game jam would be defined as "an uncommercial event during which people are invited to create a game" and that's about it.

The relaxed rules of Procjam make it clearly more accessible than more "traditional" game jams, but since making a game is not even a requirement... It's just a friendly jam.

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For the web developers who might want to dip a toe into procgen for the first time, I'm maintaining a mostly javascript-centric resource / links list on the subject. It includes libraries / packages, tutorials, technical / motivational videos and datasets. https://github.com/kchapelier/procedural-generation

As for assets, OpenGameArt.org is always a good website to keep on hand. For 2D tilesets I'd recommend checking the creations of Michele 'Buch' Bucelli.

@stalnia : Thanks for taking the time to play it and for writing about your experience!

While developing it, I basically had two way to play/test it : either going as deep as possible in the labyrinth and then trying to find another way out (while keeping a good speed and avoiding to bump into too many things) or just going to the distance toward a specific color until I reached other mazes (though it's not obvious there actually about 450 different mazes plotted in the landscape)

Stochastèmes was updated with Spanish and Japanese (romaji) corpora.

Some of the existings corpora were also cleaned (remove chapter numbers which slipped into the dataset and fixed encoding issue on V. Hugo and J. W. von Goethe datasets).

Finally it now also works correctly on iOS devices.

I pushed a new version online earlier today.

The issue with the collision and the bobbing camera when the fps drops is fixed, several minor issues relative to the inputs are fixed and the overall weight of the page was divided by 5, that's probably a good thing.

Thanks for the feedback :)

Yes there's an issue with the collision when the fps drops and I haven't been yet able to put my finger on it, I'll try to fix it sooner or later...

Very polished given the short deadline, good job.

I had a case where the murderer killed the victim with a bottle of wine, got stains on his jacket, dropped it on the floor and ran around half-naked in most of the map searching for a replacement jacket. Silly in a good way.

Nice gameplay, I enjoyed the few rounds I played. It took me two rounds to figure out I could right click to mark people. It became slightly easier afterward...

My two cents : I think that the replay-ability of the game could be improved by adding some diversity in the building generation. All the buildings I got where 4 to 5 floors high and 4 to 6 rooms wide. Skyscrapers of 8 floors with 3 rooms each and/or more complex structures (a main building of 5 floors with 4 rooms each, with an annex of 2 floors with 2 rooms for example) would add some visual variety.