
Working on Vagabond: a 2D sandbox #RPG with procedurally generated living worlds. Get it on Steam: https://xitter.cf/t.co/QbDpgfVTQU…
France
Joined January 2013
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Replying to @davidbessis
Vos textes me font penser que de nombreux cours de dessin pour débutants cherchent seulement à donner le bon état d'esprit et à donner confiance aux étudiants, ce qui donne rapidement des résultats encourageants
After 4 years of development, Vagabond is finally released in Early Access on Steam! 🥳 (store.steampowered.com/app/1…)
Release Notes: store.steampowered.com/news/…
Thank you everyone for the support! Have fun!
#gamedev #indiedev #indiegame
Alpha 10 of Vagabond is released! 🙂
It adds the leveling system and talents!
Release notes: vagabondgame.com/2023/02/21/…
#gamedev #indiedev #indiegame
Replying to @ArturSmiarowski @kacieahmed
I read this and right after I got a text from a friend of my mom asking me if I could fix her printer. 🥲
Replying to @ByteArcane @ArturSmiarowski
Yes, if you use sized integer types in all your game code, you would have to static cast only when using an external library. But as you mentioned, all the dirty details are hidden behind a nice API.
Btw, glad to see fellow developers with the same issues as mine!
Replying to @ArturSmiarowski
long long is 64 bits on all platforms but long is 32 bits on Win64 and 64 bits on Unix. 🙃
But I totally agree, having the control on data IO is crucial for large worlds. ECS works well with serialization. I also observed with my current game that it's also great for netcode.
Replying to @ArturSmiarowski
Hm, if you are using fixed width types, there is no issue. Even the standard int type is 32bits on both x86 and x64. I only see an issue with size_t and ptrdiff_t but I wouldn't serialize these types. I also use a simple struct reflection system, very useful!
Replying to @ArturSmiarowski
I think it could be even faster and the saves would be smaller if you serialize directly to binary.
Alpha 9 of Vagabond is released! 🙂
It mainly adds the crime system!
Release notes: vagabondgame.com/2023/01/16/…
#gamedev #indiedev #indiegame
Pierre Vigier retweeted
Tonight we start a new life as a vagabond. I expect much theft, many enemies and delicious crops. 🤠
📺 Stream: youtu.be/-NW3bjWDNqA
👨🔧 Developer: @PierreVigier
#indiegames #openworld #sandbox #fantasy #indiegame #2dgame #rpg
Replying to @kerrblimey
Hi Chris!
I'm solo-deving a sandbox RPG with living procgen worlds. It will be released in early-access Q2 2023. 🙂
xitter.cf/PierreVigier/status/15…
Hey #PitchYaGame!
Vagabond is a 2D sandbox RPG with procedurally generated living worlds.
store.steampowered.com/app/1…
Here is an animation that shows the world generation process!
#gamedev #indiedev #indiegame #RPG
Alpha 8 of Vagabond is released! 🙂
It adds the Thieves Guild, Lockpicking and improvements in the user interface!
Release notes: vagabondgame.com/2022/11/22/…
#gamedev #indiedev #indiegame
Replying to @GSabiniok
Even in 2D, it's definitely complicated. I think the way to make procgen quests interesting is that they can change/evolve the world, which is more difficult in a handcrafted world. But I'm not there yet. 😅
Hey #PitchYaGame!
Vagabond is a 2D sandbox RPG with procedurally generated living worlds.
store.steampowered.com/app/1…
Here is an animation that shows the world generation process!
#gamedev #indiedev #indiegame #RPG
I will be giving a talk at #RoguelikeCelebration at 13:00 PT on Room Generation using Constraint Satisfaction!
Very excited to be there! 🙂













