Table of contents
00.Introduction
- Welcome to the Course
- Changelog: new content in the course
- Send us your questions!
01.Basic Dungeon
- Introduction
- Coding the basic dungeon generator
- Creating organic room shapes
- Bonus: making our code reusable
02.Random Walker
- Introduction
- Creating the base rooms
- Coding the Rooms class
- Overview of the algorithm
- Setting up the level generator scene
- Setting up the algorithm
- Calculating the procedural level
- Stepping forward on the generated path
- Drawing the procedural level
- Upgrading to auto tiles
- Conclusion and final thoughts
03.World Map
- Introduction
- Setting up the WorldMap scene
- Assigning biome colors
- The main GDScript logic
- The noise utility library
- The rivers generator
- Finishing the CPU code
- Implementing the world map shader
- Sobel shader
04.Mst Dungeon
- A Dungeon Generator based on Physics and Minimum Spanning Trees
- The Utility Library
- The Dungeon’s Rooms
- The Main Scene
- Simulating and generating the dungeon
05.Modular Weapon System
- A Modular Weapons System
- Placing and Orienting Cannons in Space
- Creating a spawner for projectiles
- Setting Up A Basic Projectile
- The Weapons Management System
- Making Projectiles Move
- Reacting to Impact
- Adding Special Impact Events
- Damaging Enemies
- The completed system
- Firing a continuous laser
- Creating a couple more motions
06.Infinite Worlds
- Infinite worlds introduction
- Introduction to procedural noise
- The WorldGenerator base class
- White noise world generator
- Generating new sectors on the fly
- More uniform distributions with blue noise
- Layered infinite world generation
- Generating the remaining layers
- Persistent changes