loren schmidt
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lorenschmidt.bsky.social
loren schmidt
@lorenschmidt.bsky.social
i make art, mostly with computers. currently working on an open world RPG with roguelike roots and an experimental bent. cat mom. she / her or they / them.
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i am making an open world roguelike.

i have been imagining this world for years, and i want to make this game so people can go there and live many lives in it!

the game features whole-cloth, accessible design, deep mysteries, and a meticulous generated living world.
bilateral shapes made of random triangles, unconstrained. i'm thinking about: relatedness, communicating hitboxes (circles, really), connecting struts, colored or white panels, adding a fuselage, variability of fill, joining nearby vertices.
November 25, 2025 at 3:46 PM
starting in on generative shapes
November 25, 2025 at 3:26 PM
i'm pretty sure there is a way to do this but with uniform distribution across the disk- eg no polar coordinate pinch point. does anyone remember offhand?
November 25, 2025 at 2:51 PM
AAA will never be a worthy place until they learn to stick up for their employees instead of catering to abusive bigots in the fandom.
November 25, 2025 at 1:18 PM
i added a refresh hotkey to the generation testbed, and a little animation. tomorrow i'm going to generate a couple of types of ships.
November 25, 2025 at 7:32 AM
i am making a screen for testing generated vector graphics for enemy ships etc.. it works! except right now the things being generated are all scribbles.
November 25, 2025 at 7:16 AM
this is still 100% vector- messing with some ways to get a little depth into it.
November 25, 2025 at 5:27 AM
Reposted by loren schmidt
an early drawing of one of the living stone city-symbiotes of the shepherds
November 17, 2025 at 10:18 PM
spawn
November 25, 2025 at 12:46 AM
oh! it's actually spawning enemies from my generated data now.
November 25, 2025 at 12:13 AM
November 24, 2025 at 11:33 PM
it's technically actually a scrolling shooter now
November 24, 2025 at 9:37 PM
i have the first pass on stage data generation working! time to actually set it up so you can fly through a stage and it will spawn things according to this data.

now i have to make the weird architecture decision all scrolling shooter makers need to make: screen space relative, or world space?
November 24, 2025 at 8:56 PM
[food] always eat well during jams
November 24, 2025 at 7:24 PM
debris
November 24, 2025 at 6:02 PM
Reposted by loren schmidt
Encroaching upon a cyclopean city.

#PROCJAM 2025 #gamedev #pixelart
November 24, 2025 at 3:12 PM
enemy health + destruction
November 24, 2025 at 5:30 PM
usb B is underrated
November 24, 2025 at 4:16 PM
next i am making enemies destructible and giving them simple movement, then getting a first pass on stage generation working. it's going to feel like an actual game pretty soon.
contact detection
November 24, 2025 at 3:16 PM
while mei was playing with a string, she invented a new kind of knot. it'a a bow with three loops.
November 24, 2025 at 3:13 PM
mechanically, one thing i'm considering is a workhorse ranged attack + a melee, though not at all like radiant silvergun or birdcage. more like the gauntlet in quake 3or the plasma discharge in doom eternal.
November 24, 2025 at 5:49 AM
oh how fabulous. i didn't get a screenshot, but i fully chained level 2 in ikaruga for the first time since i started playing again. 67 chains.
November 24, 2025 at 4:33 AM
contact detection
November 24, 2025 at 2:49 AM
because we all get random snippets of one another's timelines: i'm making a small #procjam scrolling shooter with generated levels (and enemies (and /maybe/ weapons))
player bullets. you can focus fire or spread, and when you focus it throttles down the (linear!) player movement.
November 24, 2025 at 2:20 AM
player movement and firing are working. next i'm doing rudimentary stage generation and a scrolling camera (with v. basic enemies which move randomly in a line)
November 24, 2025 at 2:16 AM