Scott Elcomb (@psema4) header
Scott Elcomb (@psema4) profile picture

#cdnpoli #webdev #gamedev #devops Member of the Pirate Party of Canada https://nitter.gq/t.co/PTXyzB7vBk

#HamOnt #Canada
Joined March 2009
Photo by Scott Elcomb (@psema4)Photo by Scott Elcomb (@psema4)Photo by Scott Elcomb (@psema4)Photo by Scott Elcomb (@psema4)Photo by Scott Elcomb (@psema4)Photo by Scott Elcomb (@psema4)Photo by Scott Elcomb (@psema4)Photo by Scott Elcomb (@psema4)Photo by Scott Elcomb (@psema4)Photo by Scott Elcomb (@psema4)
Scott Elcomb retweeted
🌍Procedural Terrains now has its own domain!🌍 procedural-terrains.com/ I’m also currently working on more optimizations, fixes and improvements across the project. The Unity plugin and Blender add-on are getting updates too, with the goal of making both integrations more stable, easier to use and better maintained over time. And another big step: the first standalone Windows build is now available! 🖥️ It’s still in active development and there’s more work to do, but you can already download the portable Windows x64 version and run Procedural Terrains directly as a desktop app. Download v1.7.1: github.com/ZyFou/ProceduralT… More updates soon :D #threejs #unity #unity3d #blender #windows #procedural #terrain #gamedev #indiedev #opensource
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Took the last week and a half off from #js13k, after about a dozen pocs and some reflection and planning. ~13 days left to implement #webdev #gamedev
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Poc's include Rainbow BASIC (inspired by DarkBASIC Pro & AGK) and a Unity-like editor for Three. Both work well, can produce simple physics-based games. Also created a tiny two-player online Spacewar! clone, built on brometal and Wavedash. It needs cleanup before sharing though
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Scott Elcomb retweeted
Feynman
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Someone I follow from math twitter is getting a special shoutout when my #js13k entry is submitted. New approach to procgen incoming; the first prototype is unreasonably effective. 🌈🦄 #math #gamedev
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Scott Elcomb retweeted
400+ GitHub stars ⭐ Thank you so much ❤️ What started as a small personal Three.js project has grown way beyond what I expected, and seeing more than 400 people star the repository genuinely means a lot to me. Procedural Terrains is still moving fast too. Recent updates include: • a dedicated Real Terrain mode • interactive real-world area selection • real-world building overlays • better water reacting to atmospheric lighting • more realistic terrain styles and palettes • Manual Worlds layers • more Node tools and terrain recipes • lots of stability and loading improvements And there’s still a lot I want to build. One thing I’d really like to explore next is making Procedural Terrains easier to use outside the editor itself, especially for Three.js projects and game workflows. The project is and will remain open source. Thank you to everyone using it, sharing it, contributing, reporting bugs or just following the journey :) github.com/ZyFou/ProceduralT… terrains.zyfod.dev #threejs #webgl #procedural #gamedev #indiedev #opensource #creativecoding
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Rainbows & Unicorns is the kind of theme I used to find frustrating. 2020's theme mostly cured me of that attitude 😂 Interestingly, I've got some fairly solid plans for at least two potential games and expect to start implementing one of them tomorrow #js13k #gamedev #webdev
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Actually, make that 3 potential games - and best of all, it might possible to combine them all into a single experience 🤔
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13 hours to go... so ready for this year's challenge 🕹️ js13kgames.com/2026/ #js13k #gamedev #webdev
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Scott Elcomb retweeted
So, to be clear, Trump can talk about annexing our country, and call our PM "governor" but if someone posts quotes of Ronald Regan critical of tariffs it crosses the line into international meddling? Right, right....
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Scott Elcomb retweeted
learn fundamentals so deeply that frameworks feel optional
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I just had to go with the classic blue & white art style for the automap. And, now players get to enjoy that art too! ⚔️ The Secret of Weepstone ⚔️
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Scott Elcomb retweeted
When designing a dungeon, I'll first pick a theme (e.g. lava temple), a general layout (e.g. a tower) a key item for solving puzzles (e.g. bow and arrow), and a core dungeon mechanic (e.g. changing water level) At this early phase I'll also consider some puzzles, enemies, and obstacles that would suit this combination. I'll then start creating a 2D map/graph (something like the picture below) while also writing a story of the player navigating the dungeon beat-by-beat. E.g. "I used X item to solve a puzzle, which rewarded a key. In this room I also noticed a door I can't reach yet. I suspect it might lead to that room with the chest I saw before. I head East." If the dungeon is nonlinear, this story can split off in different directions which need to be designed as well. The goal is to tell the full story of the player navigating the dungeon from beginning to end, in a way that's logically sound, prevents softlocks and frustration, etc. At this point I don't worry about what the obstacles / puzzles / bosses actually are. I'm just focussing on the logical order of their completion. Once I'm happy with this sequence of rooms, keys, locked doors, barred doors, key items, and puzzles - then I'll move onto 3D modelling. The layout of the dungeon will change drastically when converting to 3D, but I try to keep the big story beats the same. At this point I can playtest to check my logic actually works. Then I go through designing each room, adding puzzles, enemies, secrets, etc, always careful to keep the macro-level sequence logic intact. The way I design an individual room would be worthy of its own thread. But then it's just lots of polish and playtesting!
Replying to @BenjiGameDev
Wow. Can you breakdown your process for your level design? Is this a blockout/grey boxing? Play testing is no hassle and then making changes is no hassle, right?
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