I'm thinking of using it somehow... Visually, a particle can be anything. The main logic is that the particle sticks to the surface and stays for some time
Another option for lighting... Plants that emit fluorescent pollen at night. Sprayed pollen illuminates our path. We can also collect substances from plants and craft capsules with a similar effect
#GameDev Wisdom: Create all asset editors by hand from scratch. Learn how to write music and then create composition software for writing it. Use your own asset file format backed by your own code generated reflection. Use only single file header dependencies. Rasterize in software. Draw every pixel one at a time. Make your own Aseprite. Emulate 1980's graphics cards. Write your own Steam. Grow your own transistors. Raise a family of players. Become as a rock o'er the island mountains.
@YoSoyFreeman@greenmoonmoon I've never used raylib, but it looks somewhat similar to SDL.
I've made a few personal projects that use SDL with Physfs.
Physfs allows you to read archives, anything from .zip files to doom .wad files.
The author recommends using zip files as a balance between speed and size. It allows you to mount directories and archives, kind of like you'd do with a usb drive. These are then treated as isolated file systems, so say you were to add mod support (lua is another good recommendation), you can ensure mods can't read or write outside of the mounted archives or directories
I wish i will be as smart as you some day i'm just rendering text and pure pixels right now xD
More seriously, i like to learn by steps. I'm exporing the different ways of installing and creating projects, the examples, the cheatsheets... Nothing visually funny yet, but i'm having fun!
SDL is was i was going to pick, but somebody says Raylib was similar and more noob friendly, it took me 25 seconds to have a game running so i kept with it
There are still a bunch of things that need to be added (for example, right now all the objects are using their default behaviour, rather than loading the settings from the JSON) but it actually bloody works.
This is a massive relief. It means all the levels made with the Unity version will work. Makes me hopeful I might be able to replicate the in-game level editor too!
@psychicparrot42 I was really on the fence about them to begin with. I did debate just going pure C++, but read enough to convince me to give Blueprints a go.
It's honestly shocked me how good they are. Sure, there is some weirdness sometimes, and I have had to dive into the source to work out things a few times, but I am really amazed at how decent the implementation is!
The way the enemy behavior works evaluates value and cost from resulting game state so enemies automatically attempt to utilize fire and ice hazards effectively without any additional code.
Combat is going to get very wacky. Using yourself as a curling stone will be an effective strategy 😅
You can literally learn these engines in hours to minutes, it's not a massive time sync. In a weekend you can learn the fundamentals of game development which will then making learning something like Unity much easier.
Visual novels are a blight on the indy games scene. An awkward fusion of game and fiction that degrades both art forms. No fiction is improved by reading it one line at a time, over a static image.
The problem is when VN authors branch out into other games. The medium teaches bad habits. The verbosity, limited choices, and tell-don't-show design always glare.
The technique of this is simple, the wireframe parameter must be enabled for the material. Copy the object on the scene and associate with this material. This logic can be programmed by the blueprint... Maybe there is an even simpler way... For the effect, you need two objects on the scene, a normal one and one with wireframe material, which is possibly a drawback