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polarizedGale1

@polarizedGale1

Joined June 1st, 2026

  • 12Devlogs
  • 2Projects
  • 1Ships
  • 22Votes
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I made a procedurally generated maze game with dynamically resizing floors. This was my first time using c in a project exclusively. Before, I used it but mainly as glue code to bind to a rust or odin project. Implementing a more sophisticated generation algorithm and collision was challenging.

  • 10 devlogs
  • 26h
  • 14.97x multiplier
  • 391 Stardust
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1h 13m 56s logged

I fixed the issue where maze generation would break on mazes larger than 15x15 because uint8_t would overflow. Also, I added centered labels and fixed resolution issues like labels appearing offscreen. I removed the old physical buttons meant for touch screens because this is becoming desktop only (web is included for this release but not onwards). Also, mazes now change size depending on which floor they belong to.

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4h 43m 58s logged

I re-implemented the map algorithm to use Prim’s algorithm instead of sidewinder. I also changed it to use cells with bitflags for the walls instead of doubling the map size. Maps can now be dynamically sized instead of using a compile time constant so on different levels I can make them larger or smaller. I also tweaked Prim’s algorithm to generate a braid maze instead of a perfect maze.

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5h 39m 25s logged

I finally got time to work on this again. I cleaned up the code a bit and made maze generation generic over any size. I also collapsed the 2d maze to be 1d to hopefully help with cache locality under certain actions.

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4h 4m 42s logged

I added proper collisions for the maze that is generated. I also added proper font sizing options, fixed web platform compilation, created a GUI start screen, properly modularized the the code to be based off the tile size, and refactored some of the code.

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3h 19m 54s logged

I added working maze generation based off the sidewinder algorithm using bitwise operations for the maze creation. Each level is procedurally generated and randomly places the picture frame fragment in the level. I temporarily removed collisions for moving outside of the map. I now need to add collisions with the maze and to clamp the camera to the screen.

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1h 16m 25s logged

Finished up the starting animation but without any of the proper artwork. Everything is smooth and I refactored the animation code into a function.

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1h 2m 34s logged

I setup better movement, a basic tutorial flow, and changed some colors. I also changed the font to be rendering Iosevka instead of the default font and sub-setted to minimize bundle size.

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1h 53m 27s logged

I properly linked raylib using it’s template. This took a while because nix makes stuff very odd to package and build when it requires dependencies. I also got proper 2d movement working.

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3h 51m logged

I added a draw image to render to which should making screenshots in the future possible. I also managed to get rid of all the validation warnings when resizing.

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4h 12m 3s logged

I created the project boilerplate and setup the swapchain properly for a browser. I managed to fix all the vulkan validation warnings and added utility functions to make further development easier.

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