Day 1 - Saturday 28th of February 2026
Today I've managed to put together the basics of the high level roguelike flow: traversing the dungeons, ascending deeper, fighting and looting. For the record, no LLMs were used, these features were just fast to add based on the old game code. Making them interesting is the tricky part.
For the dungeons, I have two generators to work with.
Very basic cellular automata caves:

And crappy looking delanay triangulated rooms:

In the screenshots you also see a player character wielding a bow as I decided to focus on ranged combat mechanics. There's also doors and an open portal.