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loren schmidt

@lorenschmidt.bsky.social

5k Following12k Followers

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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@lorenschmidt.bsky.socialOct 12, 2026, 5:21 AM

idea for floral motif

@lorenschmidt.bsky.socialOct 12, 2026, 4:33 AM

thanks for asking- it is one i am doing specifically for the project! but i will probably make it publicly available once it is more complete.

@lorenschmidt.bsky.socialOct 12, 2026, 1:15 AM

this is still temp, but i am setting it up so different world sim resources (tea, salt, etc.) can map to different player scale resources. next, i am going to add dedicated storage structures.

@lorenschmidt.bsky.socialOct 12, 2026, 12:20 AM

working on town + city generation resources

@lorenschmidt.bsky.socialOct 11, 2026, 5:39 PM

yes, it's one of the ways they do shorcut unlocks. there are also rope ladders you lower from above.

@lorenschmidt.bsky.socialOct 11, 2026, 5:38 PM

does that seem like about the right level? it's specifically for NG+, right?

@lorenschmidt.bsky.socialOct 11, 2026, 5:36 PM

endless ribbon of temporally deterministic numbers w/ arbitrary lookup, then each feeds a seed into RNG for name, lifespan, grave particulars, etc.. for first pass you could have a designated graveyard area w/ a finite number of grave sites, each with an index, to keep causality simple.

@lorenschmidt.bsky.socialOct 11, 2026, 5:36 PM

as of 5 minutes ago i have, sketched in my head, a first pass way to make graveyards which change over time and /actually have the names of residents/ on them.

@lorenschmidt.bsky.socialOct 11, 2026, 5:32 PM

headed back home and i am so excited to do more work on more historical world generation.

@lorenschmidt.bsky.socialOct 10, 2026, 6:15 PM

i'm heading out but i will continue from the start of the first dungeon!

@lorenschmidt.bsky.socialOct 10, 2026, 4:51 PM

"a broken door is as good as an invitation"

@lorenschmidt.bsky.socialOct 10, 2026, 4:34 PM

look how nice the incurving gestures are here. this area flows so well.

@lorenschmidt.bsky.socialOct 10, 2026, 4:33 PM

this is a really nicely designed layered crossover area. you can site all the way down the river gorge to one of the stone bridges leading into the forest to the left. you can see a log bridge to a campsight, right, and beyond that, the ruins we were in earlier. and there are paths which cross below

@lorenschmidt.bsky.socialOct 10, 2026, 4:31 PM

a lot of games would greybox this as a straight bridge but they knew, they knew it was so important to break up the clean lines for this area.

@lorenschmidt.bsky.socialOct 10, 2026, 4:30 PM

this overlook gives us a good view of a bridge which leads to the south. that may cross this river and lead us toward the dungeon (yellow area, west)

@lorenschmidt.bsky.socialOct 10, 2026, 4:25 PM

@lorenschmidt.bsky.socialOct 10, 2026, 4:21 PM

i think the arborheart and the surrounding forests are my favorite areas in the game

@lorenschmidt.bsky.socialOct 10, 2026, 4:20 PM

i think this leads only to sacred arbor, and does not connect to the dungeon. i'll place a stone here if i have one, and come back later.

@lorenschmidt.bsky.socialOct 10, 2026, 4:19 PM

i got turned around! the dramatically framed exit is indeed the one we wanted. let's see if this leads to the dungeon.

@lorenschmidt.bsky.socialOct 10, 2026, 4:16 PM

the loopback to the barred door!

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