This week I have added a thorns ability so enemies can defeat themselves without you having to lift a single finger… or hammer 🔨
This week I have added a thorns ability so enemies can defeat themselves without you having to lift a single finger… or hammer 🔨
Had a very productive week ☺️ 🐢-character got a new attack animation, fixed a bug with normals, added defeat animations to all characters and implemented instanced rendering for particles. Also learned how to use davinci resolve to make videos: https://mastodon.gamedev.place/@dragbone/112105598167777885
During development I usually only playtest myself. But I found a way to trick myself into doing it right: I create an android build of my game every day and load it onto my tablet to play in bed or on the couch. That forces me to just play the game as it is and create bug and balance tickets for whatever I encounter. Not sitting at the computer helps me separate myself from game development and provide more honest feedback.
Each pack has about 5 themed tracks, each about 2min long. So I would say worth it for prototype or small game but not really enough content for a full game.
Looks interesting, I’ll give it a try tomorrow 😃
I’m not sure how much of ECS you can apply in that case… If you have something like game objects/entities then it might work/be useful.
Kotlin (jvm language) + libgdx (game library) + fleks (ECS) So far 😁
Of course! ECS is Entity Component System. In short: separat your code into logic (=systems) and data (=components) attached to game objects (=entities). It enables you to add different behaviors to your game objects by composing different components together. An example: I have a system called RenderSpriteSystem which automatically renders every entity that has a PositionComponent and SpriteComponent attached.
There’s not much currently, but you can follow my progress on mastodon if you want: https://mastodon.gamedev.place/@dragbone I hope I can find a name for it soon 😅