<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Jarno Fleurkens]]></title><description><![CDATA[JarnoFleurkens]]></description><link>https://www.jarnofleurkens.com/blog</link><generator>RSS for Node</generator><lastBuildDate>Sat, 25 Apr 2026 12:56:23 GMT</lastBuildDate><atom:link href="https://www.jarnofleurkens.com/blog-feed.xml" rel="self" type="application/rss+xml"/><item><title><![CDATA[Building a Procedural Generated Dungeon]]></title><description><![CDATA[As a self-study project, I set out to design and prototype a first-person roguelite that uses a procedurally generated dungeon. Think Doom meets Hades. Research To make sure I had a solid start, I researched two genres through pattern analysis: examining each genre as a whole to identify what design problems these games aim to solve and what patterns emerge across them in response. Roguelite Structure &#38; Procedural Generation I studied ten titles: Hades, Dead Cells, Slay the Spire, Enter the...]]></description><link>https://www.jarnofleurkens.com/post/building-a-procedural-generated-dungeon</link><guid isPermaLink="false">69eb30bb93ddc6c6134a8704</guid><pubDate>Fri, 24 Apr 2026 12:16:28 GMT</pubDate><enclosure url="https://static.wixstatic.com/media/a9e1eb_c2cb2592b5444a4d99b8e5bb10e26c10~mv2.png/v1/fit/w_1000,h_795,al_c,q_80/file.png" length="0" type="image/png"/><dc:creator>Jarno Fleurkens</dc:creator></item></channel></rss>