Streak Club is a place for hosting and participating in creative streaks.
I was having so much trouble getting homing missiles to work, for some reason. I gave up a few times, but figured it out at last, so I'LL call today a success.
Thanks Nico for your words of encouragement :)
Hey streakers, this is my last post for a while. I have a few side projects in the works, and some of them are not games, so I can't post about them here.
Additionally, I started streak.club because I was 100% burnt out at my job, and I needed some projects to look forward to after working 12h days. I quit that dead-end job 6 weeks ago, and I am much happier as a result. My new gig gives me time and motivation for side projects. I don't feel like I need this website to hold me accountable, because I want to keep progressing, and I have the creative energy for it.
Thanks for the support, and keep being inspiring :)
Added panning and zooming to the controls. Not very exciting, but very essential for gameplay. I also fixed the pivot of the new spritesheets.
I implemented the "non-walkable" tiles, which makes the map feel like an actual battlefield, and the ability for the map loader to spawn different unit prefabs.
The gif below shows two new enemies: one that can shoot very far but moves very slowly, and one that does the opposite of that. It's simple and overdone, but it makes the game feel more strategic. At least until I added some real mechanics.
Sidenote: I haven't added the 'anti-friendly-fire' code yet, so any unit can shoot any other unit. I don't think I want to leave that in, but I surely want some AoE weapons, so friendly fire could come into play.
Well, I was hoping to wrap up the collidable/non-walkable tiles tonight, but we had dinner plans and I only had a short while to work on the game. Additionally, I hunted down a handful of bugs that I introduced with the map generation. They were mostly caused by the fact that I was using the Start() method on the units, which was getting called before the map had finished loading, and thus they never registered. Fun stuff.
More gifs soon!
Been thinking about implementing AI lately. I'm away from home for the weekend, so I'm doing research until I can get back to my repo.
This blog contains crazy good iterative information about creating turn-based AI systems, and I'm really excited to give it a shot myself.
Added a couple of UI elements and fixed some more bugs in my engine. UI isn't very exciting, but having a gameloop is important for my motivation. Don't hate.
Added a few effects to the game. Stuff can now die, which means I finally have a real videogame on my hands!
Tonight I mocked up some healthbars (they're just sprites, nothing dynamic yet) and added them into the game. Units can now get damaged, but are still unaware of the whole 'death' thing. I fixed a few bugs with the turn-based engine as well, so that's pretty solid for now.
My units can now shoot and move, in any order. I also made the tile overlays less intense, as suggested by Bobbo. I'm fixing up some kinks with the turn-based engine underneath all of this, but it's looking promising!
Fixed the bugs from yesterday, and added some temp graphics over the reachable tiles. Movement is pretty solid right now!
Got pathfinding working, so I can start messing with movement tomorrow. Enjoy my glorious debugging graphics!
Started setting up pathfinding. It's not functional yet but I expect it to be by the end of the week.
I broke my streak last week, after 110 days of daily submissions. My family is going through some crap and I just didn't have the strength to work on a game last Wednesday. Since then, I've felt like shit about breaking this streak and I've struggled with finding the will to post again and deal with personal crap.
But I'm back now, and it feels good to post again. I added the logic necessary for me to move units around.
Implemented teams! And yes I'm doing everything in code and I have no graphics. What could possibly go wrong.
Did more engine design and implementation. I'm building two modes: one where an entire team plays in one turn, and another where each unit has its turn. Pictures soon.
Started designing the turn-based engine that I had in mind today.
I'm building it with three components in mind:
I didn't feel like working on the editor today, so instead I decided to design a game-agnostic turn-based game loop. It's an interesting problem and I'm excited to mess with an implementation. I'm also having a very hard time not jumping into the Pico-8 frenzy and making a tiny game.
daily from
Post a comment