Recently I started on making the engine support larger than 64×64 sized maps.

This should be trivial, but it isn’t. This is (partly) because most things are cell based, meaning the dimensions of the map are taken into account at a lot of places in the code (while it should be concentrated in one place really). And why is that? well. blame me of 20+ years younger I guess 🙂

To ease the pain of making this logic centralized I decided to refactor bullets so that they don’t rely on cells anymore (and thus no more on map dimensions really).

As a bonus this made it easier to have bullets land at a random position at a structure, which eliminates the fixation on the upper-left corner of a structure which you have in 0.5.0. (see also this ticket). This makes the game yet a bit more polished. (while at the same time working on a more fundamental issue – yes less exciting..)

How it looks like right now:

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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
https://www.youtube.com/watch?v=4_NjZwu7-us&ab_channel=Dune2-TheMaker

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