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        <title>Dungeon Crawling Project Pt. 2</title>
        <link>https://tbwrightartist.com/posts/personal_project_pt2/</link>
        <pubDate>Wed, 01 Jun 2022 09:18:41 -0500</pubDate>
        <author>tbwrightartist@gmail.com (Taylor)</author>
        <atom:modified>Wed, 01 Jun 2022 09:18:41 -0500</atom:modified>
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        <description>I&amp;rsquo;m been working on this project quick a bit lately, and I found really quickly that Blueprint was going to limit the scope. I like Blueprint, I really do, but once you want to make more involved tooling for a project, the game&amp;rsquo;s foundation just needs to be native.
So I did that. I nativized everything. I put all movement into an actor component so I can throw it on NPCs/enemies, I extracted all the world grid stuff out so it&amp;rsquo;s streamlined and fast, and this allowed me to make a map maker tool:</description>
        
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        <title>Dungeon Crawler Project Pt. 1</title>
        <link>https://tbwrightartist.com/posts/personal_project_pt1/</link>
        <pubDate>Sun, 10 Apr 2022 14:57:21 -0500</pubDate>
        <author>tbwrightartist@gmail.com (Taylor)</author>
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        <description>So, a few years ago I played a game called&amp;hellip;
 Truth be told, I had never played a Dungeon Master-esque game before. I had no idea it would be something I enjoyed. But even now, years and years after playing it, Grimrock 2 is stuck in my head. The exploration, the atmosphere, the mystery, the COMBAT! I fell in love with it, quickly played it through a few times, played the original, and have wanted to make something like it since.</description>
        
        <dc:creator>Taylor</dc:creator>
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