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Devtober shmup
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Devlog
Day 9
October 10, 2019
by
astrocore
Bresenham's algorithm came to the rescue again when I impulsively decided to implement field-of-view for the player. It's the same calculation as for the AI, it's just done on each and every tile near...
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Day 8
October 09, 2019
by
astrocore
I created some sprites to represent health, and made a quick health bar. It flashes when you have low health! Next, I added a basic camera shake and I made the AI fire their weapons when they're in ch...
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Day 7
October 08, 2019
by
astrocore
I implemented bullet collisions, health, and mob death. I caved and made bullets travel the same speed in all directions. Had to use a square root and floating point arithmetic for that. I think I'll...
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Day 6
October 07, 2019
by
astrocore
Nothing too fancy today. I added bullets, a crosshair, and sprites to match. I debated whether or not to make mobs and bullets both just be specially configured game objects, but they really don't hav...
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Day 5
October 06, 2019
by
astrocore
I fixed the wall snag, and increased the position resolution by a factor of 16 to slow things down. I'm happy with the physics now. Next, I added more mobs to play with. I gave them AI that wanders ar...
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Day 4
October 05, 2019
by
astrocore
Invested another hour or so in collision resolution. I implemented a quick AABB algorithm I've become fond of, where I scan the mob's path's bounding box for potential edges, and compute the collision...
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Day 3
October 04, 2019
by
astrocore
Implemented super basic mob physics today. Made some new sprites to test things (the blue one is the player), and decided I like double-sized pixels better than triple. For some reason I thought Brese...
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Day 2
October 02, 2019
by
astrocore
I fretted over how to implement mobs and their animations longer than I should have. I like component-based architectures, but I decided to stuff everything into a single struct. I doubt it will be an...
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Day 1
October 02, 2019
by
astrocore
I prepared for this jam with an SDL wrapper. Timer events weren't firing how I expected, so I abandoned it almost immediately. So much for that. On a brighter note, I can pan around a grid of tiles us...
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