Rutherford
@craze.co.uk
740 followers 410 following 220 posts
Furniture enthusiast. Type designer at @mass-driver.com (this account mostly off-topic/personal)
Posts Media Videos Starter Packs
craze.co.uk
yes! this makes me think of Morrowind’s quest directions (“follow the road east past Fort Moonmoth, then cross the bridge over the foyada until you see the ruins on your right”), which is a feeling I’ve long wished more games would capture
craze.co.uk
I’ve been thinking about this for my own project, specifically with the angle of multiple maps showing different, opinionated ‘facets’ of the actual territory

Like historical T and O maps, Inuit driftwood maps (en.wikipedia.org/wiki/Ammassa...); information relevance over geographical accuracy
Ammassalik wooden maps - Wikipedia
en.wikipedia.org
craze.co.uk
the font I’m working on atm is readable at 3pt, which is both very satisfying and also not something I expect anyone to ever take advantage of
craze.co.uk
worst case areas ~40ms per frame → 15ms
craze.co.uk
~30% of my render time is now a single “find actors at this location” function call. which feels like a pretty easy win if I can get it running faster
craze.co.uk
- Rewrote the lighting engine to fix performance issues
- Performance issues were actually caused by Vsync so it didn’t make any visible difference
- Still got lighting time down from ~4.7ms per light to ~0.3
- Added columns & sarcophagi (as a treat)

#gamedev #screenshotsaturday
Screenshot of a top-down tile-based crpg thing. 16x16 2-colour (plus black) pixel art sprites. A knight stands in a crypt of rough stone bricks, dimly lit by candelabras. Through an iron gate to the left can be seen a hallway, the walls lined with stone columns and sarcophagi.
craze.co.uk
improvements to the lighting system: walls are only lit if you’re on the same side as the light source. (map editor is already hugely useful for creating specific test levels)

#gamedev #screenshotsaturday
craze.co.uk
built a (pretty rudimentary) map editor this evening.

Adding actors is done by typing their ID and clicking on the map — I’m wondering about some kind of visual interface, but honestly this setup feels good. (maybe just needs autocomplete based on the actor ID database?)
Screenshot of a basic tile-based map editor. A simple level with 4 rooms, some doors, chests, enemies and lights. A toolbar below shows a dropdown menu for ‘Edit Mode’ (currently set to ‘Actors’) and a text field ‘Place ID’ (currently ‘candelabra’).
craze.co.uk
René Magritte painting titles that sound like procedurally generated Dwarf Fortress tavern names
A painting by René Magritte titled ‘The Catapult of Desert’ (screenshot from wikiart) The Mysterious Barricades The Prepared Bouquet The Infinite Recognition
craze.co.uk
Added a basic lighting system (& made the isopods react to it).
#gamedev
craze.co.uk
heard you like containers. so I put containers in your containers
(implemented chests, randomised loot & openable items)

#screenshotsaturday #gamedev #roguelike
craze.co.uk
this cube on the System minisite nearly killed me, but it is possible. feel free to try an off-the-shelf solution rather than trying to bash it together with css ¯\_(ツ)_/¯
Screenshot of the MD System microsite (system.mass-driver.com) showing an isometric cube, with the developer tools highlighting a face to demonstrate that it’s made from HTML elements.
craze.co.uk
→ Actors have a ‘request_verbs’ method
→ it sends a signal that components can listen for
→ components respond w actions they theoretically support
→ request_verbs checks which are valid in the current context & returns a list
→ UI panel shows the list

(I am v satisfied with how this is working)
craze.co.uk
lmao it just happened again (that’s twice in one evening)
craze.co.uk
living next to a tram line has taught me that:
1. a single driver parking badly can make 500 people late
2. this happens about once per week just on my block
craze.co.uk
let’s call it an oldschool crpg? Mostly programming practice for now, maybe it’ll turn into something later :)
craze.co.uk
I’m definitely still figuring out colours (not just for this project but my intuition in general), was quite happy with the way clustering lighter-coloured berries top-left also suggests a highlight there
craze.co.uk
with apologies/gratitude to @lorenschmidt.bsky.social, I had to try this idea for tiling patches of trees (each tile is 2 colours + background)

#gamedev #roguelike
16x16 tilemap. Two forest ‘blocks’ (one deciduous, one coniferous) are made from repeating tiles, a small number of variants (6 total for each type) softening the square grid & repeating texture somewhat.

The forests are surrounded by a scattering of shrubs, rocks and mushroom tiles, as well as various ‘empty’ tiles with different textures of scattered stones, grasses and leaves.
craze.co.uk
nearby / item interaction / inspect UI (I’m using keyboard inputs but this also works with a mouse)
craze.co.uk
I definitely want to lean into that contrast, both with the pixellation next to smooth curves, and with the visually busy dithered tilesets with super minimal typography.

As always, Goodspeed has a board with perfect examples
www.are.na/elizabeth-go...
Future Medieval | Are.na
Medieval revival with some hints of baroque, renaissance, and turn of the century inspired design. Green Knight / Poor Things / prestige Lemony Snicket.
www.are.na
craze.co.uk
I think I’m getting a feel for what this UI could be. Minimal, trying to avoid most common tropes (geo sans-serifs, little bits of art-deco filigree)
Pixel art top-down tile-based dungeon screenshot. Arrows point from the player to adjacent tiles. A black box with pale grey outline over their head reads ‘Select a Direction’ in an incised sort of Albertus-like typeface. ‘Select an Item’ modal listing a gold coin & pewter goblet, both displayed as a 2-colour pixel art sprite with the item name in a sort of squarish neo-grotesk. On the right hand side of each item is a letter (A, B) representing the key which selects that menu option.
craze.co.uk
O grungy dungeon (grungeon), all filled with lice
#roguelike #screenshotsaturday
Screenshot of a tile-based roguelikelike. A knight (white sprite with teal accents) stands in a filthy-looking brick room. In an adjacent room is a giant isopod.
craze.co.uk
I can’t remember how Qud does the “select nearby interaction” interface but I feel like it was something like this?

either way I like this idea of highlighting tiles where something is available to interact with (pick up item, open door, etc), if there are multiple options
Screenshot of a tile-based crpg dungeon (very barebones). A knight stands in the centre of the screen. Arrows radiate from them, pointing into adjacent tiles (left, right and below) highlighted with boxes. The same as before, except the knight has moved one tile down. Two arrows now point up–left and up–right, and the tile they’re standing on is now highlighted with a large dot.
craze.co.uk
it looks the same as it did ~6mo ago, but now the former spaghetti mess codebase is at least vaguely neat
Screenshot of a tile/sprite-based game in the vein of a traditional roguelike. A knight stands in a dungeon of rectangular rooms connected by corridors, in a large room with two isopod-like creatures. The walls use a simple contextual tiling with side, top, and corner sprites giving a minimal sense of depth.