I’ve been working on D2TM the past few months and wanted to release a new version with some major improvements.

One of these new ‘major’ features is zooming in/out of the battlefield. This meant rewriting the rendering of pretty much anything on it.

Here is an example:

As you can see, zooming all the way out works , as well the other way around.

Funny thing is that the Radar/Outpost is less effective this way, especially with the 64×64 (ok 62×62) maps of Dune 2. Hence, we need bigger maps 😉 (and perhaps another reason for having an Radar/Outpost in the game).

Thanks to Arjen van der Ende for helping me out, sparring with me when I got stuck while working on the old code base + render engine.

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Version 0.6.0 – YT Demo
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Hey #IndieDevHour,
I'm excited to announce that I'll be releasing #UnDUNE2 THIS weekend! 😅🗓
It's a full #Pico8 demake of the classic "DUNE II" game, which I've been working on (+off) in my spare time, alongside @gruber_music

#IndieDev #GameDev #PixelArt #RetroGaming #DOSgaming

TIL: It is not required to have beautiful code to have a succesful #indiegame. Whenever I think my code is bad, I look at VVVVV's code and imagine that code is but a part of the whole and not required for success :) (see https://github.com/TerryCavanagh/VVVVVV/blob/master/desktop_version/src/Game.cpp)

Testing AI is sometimes hard in debug mode. You get nuked within minutes. But I got to see what I wanted, (Harkonnen response on me attacking/approaching their base). Which is ok! :) #gamedev #indiedev #d2tm #dune

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