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    <title>Blogs on Stone Sigil Games Blog</title>
    <link>https://stonesigil.com/blog/</link>
    <description>Recent content in Blogs on Stone Sigil Games Blog</description>
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    <copyright>© 2024 Stone Sigil Games</copyright>
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    <item>
      <title>Tombs of Telleran UI Update</title>
      <link>https://stonesigil.com/blog/tombs-of-telleran-arcady-ui/</link>
      <pubDate>Sun, 14 Jun 2026 10:14:15 +0200</pubDate>
      
      <guid>https://stonesigil.com/blog/tombs-of-telleran-arcady-ui/</guid>
      <description>Hello everyone! I hope summer is treating you well.
I have rethought resource quantities and how they are presented in Tombs of Telleran and wanted to share my thoughts.
Tactics and Surfacing Information It is common for roguelikes to have a fairly strategic perspective on resources with pretty large quantities. Typically health, mana, etc., are rendered as plain numbers or a bar, so that&amp;rsquo;s what I went with in the beginning too.</description>
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    <item>
      <title>Tombs of Telleran Isometric to Grid Rewrite</title>
      <link>https://stonesigil.com/blog/tombs-of-telleran-isometric-to-grid/</link>
      <pubDate>Sat, 23 May 2026 09:04:09 +0200</pubDate>
      
      <guid>https://stonesigil.com/blog/tombs-of-telleran-isometric-to-grid/</guid>
      <description>Hello Internet! People and LLMs alike!
I redesigned Tombs of Telleran from an isometric perspective to a grid perspective. This is what it looks like!
Print screen of the grid world Tombs of Telleran rewrite. I made a few adjustments to the shading and lighting feel of color ramps, but apart from that I kept the color palette. It was pretty easy to do in Godot-basically no code needed to be changed.</description>
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    <item>
      <title>Tombs of Telleran Trinket Charge Pool</title>
      <link>https://stonesigil.com/blog/tombs-of-telleran-charge-pool/</link>
      <pubDate>Fri, 01 May 2026 11:06:15 +0200</pubDate>
      
      <guid>https://stonesigil.com/blog/tombs-of-telleran-charge-pool/</guid>
      <description>Hello everyone!
It&amp;rsquo;s spring here in Sweden and the weather is lovely. Hope you&amp;rsquo;re enjoying spring as much as I am! I have continued to develop the trinket system for Tombs of Telleran and have experimented with a few different systems. Today I&amp;rsquo;d like to share my thoughts on this resource-management design problem.
Trinkets and charges, you say? Trinkets are items that you activate that do cool and useful things for you.</description>
    </item>
    
    <item>
      <title>Tombs of Telleran Armor System</title>
      <link>https://stonesigil.com/blog/tombs-of-telleran-armor-system/</link>
      <pubDate>Sat, 18 Apr 2026 09:48:26 +0200</pubDate>
      
      <guid>https://stonesigil.com/blog/tombs-of-telleran-armor-system/</guid>
      <description>Hello everyone!
I thought about the way melee enemies work in the game, and they are all very similar. You smack them until the HP goes to zero, and you always use whatever weapon deals the highest damage. The situation could be more interesting if different enemies were best handled differently. To achieve this, I added an armour system to the game. Heavily armoured enemies and lightly armoured enemies will not be dealt with optimally using the same tools.</description>
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    <item>
      <title>Tombs of Telleran - Corruption as a Food Clock</title>
      <link>https://stonesigil.com/blog/tombs-of-telleran-food-clock-corruption/</link>
      <pubDate>Sat, 28 Mar 2026 10:35:27 +0100</pubDate>
      
      <guid>https://stonesigil.com/blog/tombs-of-telleran-food-clock-corruption/</guid>
      <description>Hello everyone!
I have thought a lot about the implementation of the corruption system in Tombs of Telleran and have decided I am not quite happy with it. So I&amp;rsquo;m trying something else! In this blog post I want to explain what I am changing and what I hope to achieve.
The Old Corruption System In the old system, corruption was a resource attached to entities (player, enemies, etc. are all entities).</description>
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    <item>
      <title>Tombs of Telleran - Creating Sticky Combat</title>
      <link>https://stonesigil.com/blog/tombs-of-telleran-combat-stickiness/</link>
      <pubDate>Sat, 28 Feb 2026 10:42:35 +0100</pubDate>
      
      <guid>https://stonesigil.com/blog/tombs-of-telleran-combat-stickiness/</guid>
      <description>Hello everyone and belated happy new year!
During the holidays I&amp;rsquo;ve been experimenting with combat stickiness in Tombs of Telleran. &amp;ldquo;Combat stickiness,&amp;rdquo; you ask? Let me show you what I mean with an example.
The player uncovers an enemy they do not want to fight right now, or at the current location, By simply walking away the player can at any time disengage and drag the enemy to another position; for the cheap cheap price of a couple of turns.</description>
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    <item>
      <title>Creating Pixel Art Isometric Walls for Godot</title>
      <link>https://stonesigil.com/blog/tombs-of-telleran-isometric-walls/</link>
      <pubDate>Thu, 08 Jan 2026 20:33:33 +0100</pubDate>
      
      <guid>https://stonesigil.com/blog/tombs-of-telleran-isometric-walls/</guid>
      <description>Hello everyone!
For the longest time I have thought about adding visual isometric walls to Tombs of Telleran. But since they don&amp;rsquo;t impact gameplay, I kept postponing it. But no longer! During the holidays I added walls to the game, and in this article I want to share my experience doing it in Godot. Print screen of Tombs of Telleran showcasing the walls. Setup Tombs of Telleran is developed in Godot 4, which comes with a fair amount of tooling for creating grid-like maps and filling them with sprites.</description>
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    <item>
      <title>Tombs of Telleran Christmas 2025 Update</title>
      <link>https://stonesigil.com/blog/tombs-of-telleran-christmas-2025/</link>
      <pubDate>Wed, 24 Dec 2025 13:17:22 +0100</pubDate>
      
      <guid>https://stonesigil.com/blog/tombs-of-telleran-christmas-2025/</guid>
      <description>Hello everyone! I hope you are all enjoying Christmas times. We got lucky with some snow just before Christmas. Everything is crisp, cold and calm.
The past autumn has been very busy. Job hunting, travelling, buying a flat. Big grown up things. Which means there has not been a lot of time for silly playful things, like developing Tombs of Telleran.
Fortunately things have calmed down lately and I&amp;rsquo;ve been able to develop the game a bit more.</description>
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    <item>
      <title>Tombs of Telleran - One Year Retrospective</title>
      <link>https://stonesigil.com/blog/tombs-of-telleran-one-year-retro/</link>
      <pubDate>Mon, 25 Aug 2025 20:48:53 +0200</pubDate>
      
      <guid>https://stonesigil.com/blog/tombs-of-telleran-one-year-retro/</guid>
      <description>About a year ago I started development of the roguelike Tombs of Telleran. With a software engineering background with literally zero experience with Godot, what could possibly go wrong?
What I set out to do I wanted to make a game that would offer interesting tactical turn based gameplay, but also be fun to build. This latter was important as this is a hobby project and working on something fun makes it so much easier to find the energy to put the hours in after long days at the office.</description>
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    <item>
      <title>Recalling Language - A Roguelike Item Identification System</title>
      <link>https://stonesigil.com/blog/tombs-of-telleran-recalling-language-item-identification/</link>
      <pubDate>Tue, 15 Jul 2025 17:17:32 +0200</pubDate>
      
      <guid>https://stonesigil.com/blog/tombs-of-telleran-recalling-language-item-identification/</guid>
      <description>Hello there!
Today I want to share my first design for an identification system and for magic scrolls in Tombs of Telleran. It aims to provide you as a player with enough information to prevent random guessing, while maintaining a sense of exploration and discovery. Let&amp;rsquo;s start with taking a look at traditional identification systems before digging in.
Identification Systems and Roguelikes I know identification mini-games can be a divisive subject and a lot of digital ink has been spilled arguing over it.</description>
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    <item>
      <title>Adding a better corruption system and Factions to Tombs of Telleran</title>
      <link>https://stonesigil.com/blog/tombs-of-telleran-tomb-corruption/</link>
      <pubDate>Sat, 31 May 2025 08:41:06 +0200</pubDate>
      
      <guid>https://stonesigil.com/blog/tombs-of-telleran-tomb-corruption/</guid>
      <description>Hello everyone! I hope spring has been treating you well. Personally, In Real Life Things have kept me very busy, but I have had some time to iterate on the corruption mechanic of Tombs of Telleran and wanted to share my progress.
Starting Point and Design Goals Let&amp;rsquo;s start by looking at the last version of the corruption system and compare that to its design goals. Corruption is a resource the player can accumulate by using different items or interacting with the environment.</description>
    </item>
    
    <item>
      <title>Dungeon Generation using Binary Space Partitioning in Godot C# for Traditional Roguelikes</title>
      <link>https://stonesigil.com/blog/bsp-roguelike-csharp/</link>
      <pubDate>Mon, 17 Mar 2025 21:32:26 +0100</pubDate>
      
      <guid>https://stonesigil.com/blog/bsp-roguelike-csharp/</guid>
      <description>As we all know, you can&amp;rsquo;t spell &amp;lsquo;roguelike&amp;rsquo; without &amp;lsquo;procedural generation&amp;rsquo; (try it). And what could be more iconic in procedurally generated content than dungeon layouts? In this article I want to share the current dungeon generation algorithm I use in Tombs of Telleran, a Godot C# implementation of Binary Space Partitioning (BSP). I will walk you through the algorithm in steps and explain how it works, but if you&amp;rsquo;re in a hurry to play with it, you can grab the Godot project from my GitHub.</description>
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    <item>
      <title>Breathing Life into Tombs of Telleran&#39;s Resource Management Systems</title>
      <link>https://stonesigil.com/blog/tombs-of-telleran-core-systems/</link>
      <pubDate>Sat, 08 Feb 2025 15:48:24 +0100</pubDate>
      
      <guid>https://stonesigil.com/blog/tombs-of-telleran-core-systems/</guid>
      <description>At the heart of roguelikes lies interesting decision making and tactical gameplay. Every turn should present meaningful choices that impact both immediate survival and long-term success. In designing Tombs of Telleran, I want to create interlocking systems that generate these compelling decisions organically. Today, I want to share the initial resource systems players will master and their interactions, and reflect on their design philosophy.
The three core resources Tombs of Telleran features three primary resources that players must carefully manage throughout their journey: health, corruption, and breath.</description>
    </item>
    
    <item>
      <title>Randomness in Game Design: How Uncertainty Can Improve Gameplay</title>
      <link>https://stonesigil.com/blog/randomness-in-games/</link>
      <pubDate>Fri, 03 Jan 2025 19:43:25 +0100</pubDate>
      
      <guid>https://stonesigil.com/blog/randomness-in-games/</guid>
      <description>If you have ever played a game with random numbers you have probably encountered situations of frustration where the glorious polyhedron in the sky did not favour you. It simply sucks to miss multiple 95% chance-to-hits in a row, or to get a rubbish seed in a procedurally generated map. At the same time, being pleasantly surprised in a clutch situation or rolling a natural 20 feels great. Let&amp;rsquo;s talk about randomness in games and how it can add to the gameplay experience.</description>
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    <item>
      <title>Being nostalgic about video games (And deciding to build one)</title>
      <link>https://stonesigil.com/blog/nostalgia-programming-and-games/</link>
      <pubDate>Tue, 10 Dec 2024 18:32:38 +0100</pubDate>
      
      <guid>https://stonesigil.com/blog/nostalgia-programming-and-games/</guid>
      <description>Remember when games were toys you would simply play with? Perhaps you tried wacky strategies in Red Alert, or built amazing looking (and completely lethal) parks in Rollercoaster Tycoon, or the coolest treehouse in Minecraft (before the server&amp;rsquo;s architecture devolved into more profane structures). Of course, those kinds of games are still being made, but the industry as a whole feels like it&amp;rsquo;s moved on. Since rose tinted glasses are in vogue right now, let&amp;rsquo;s try on a pair and talk about video games.</description>
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