loren schmidt (@lorenschmidt) 's Twitter Profile
loren schmidt

@lorenschmidt

images, words, games, and other digital art. she / they. please support my work on patreon: patreon.com/vacuumflowers

ID: 84623872

calendar_today23-10-2009 15:57:01

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loren schmidt (@lorenschmidt) 's Twitter Profile Photo

also for clarity: i'm currently cleaning up the code and working on a related sprite rendering technique, and will be open sourcing it.

loren schmidt (@lorenschmidt) 's Twitter Profile Photo

now that i've released the raycaster prototype, i'm back on the roguelike. i'm doing some player scale things right now. horses, fashion and object aesthetics, marketplaces, combat skills (beginning with necromancy + spellsword skills i think), and early nonhuman languages.

now that i've released the raycaster prototype, i'm back on the roguelike.   i'm doing some player scale things right now. horses, fashion and object aesthetics, marketplaces, combat skills (beginning with necromancy + spellsword skills i think), and early nonhuman languages.
loren schmidt (@lorenschmidt) 's Twitter Profile Photo

ok they're not archosaurs, but what if the "not lizard people", who are language using synapsids, could acquire some language + socialization before hatching? nsf.gov/news/baby-bird…

loren schmidt (@lorenschmidt) 's Twitter Profile Photo

i've been writing an article on the [not-lizard people] in my game and will post it soon! if you're the sort of person who wants to read about third eyes, communal crèches, and a conjectural gender politics of a species of protogynous hermaphrodites, have i got you covered.

i've been writing an article on the [not-lizard people] in my game and will post it soon!

if you're the sort of person who wants to read about third eyes, communal crèches, and a conjectural gender politics of a species of protogynous hermaphrodites, have i got you covered.
loren schmidt (@lorenschmidt) 's Twitter Profile Photo

the sea lanes and road travel are working together in the world sim! this is about 8800 agents in a quarter size world. the dots on the roads each represent a caravan (so multiple wagons or carts, etc.). in the sea, every ship is individually simulated. 1 frame is ~ a minute

loren schmidt (@lorenschmidt) 's Twitter Profile Photo

an /extremely/ promising start in poschengband cut short by a high level unique which spawned in town, two missed firebolts in a row, and me being too stingy to teleport (monster had 0% health)

an /extremely/ promising start in poschengband cut short by a high level unique which spawned in town, two missed firebolts in a row, and me being too stingy to teleport (monster had 0% health)
loren schmidt (@lorenschmidt) 's Twitter Profile Photo

working on new sprites for undead characters. left is a sepulchral crawler, which is a (mostly) noncombat unit. right are three designs for the sepulchral "spider", a sort of arthropoid unit well-suited for clambering quickly through tunnels.

working on new sprites for undead characters. left is a sepulchral crawler, which is a (mostly) noncombat unit. right are three designs for the sepulchral "spider", a sort of arthropoid unit well-suited for clambering quickly through tunnels.
loren schmidt (@lorenschmidt) 's Twitter Profile Photo

some more work on sepulchral crawlers and "spiders", which i might call "striders" also a [turret / assembler], (top), which is a stationary unit often serving as a turret, but which you can socket other spells into: it can deploy a bridge, light a room, buff you, plant flowers.

some more work on sepulchral crawlers and "spiders", which i might call "striders"

also a [turret / assembler], (top), which is a stationary unit often serving as a turret, but which you can socket other spells into: it can deploy a bridge, light a room, buff you, plant flowers.