There's also only 2 days left to get 35% off my itchio packs for my birthday week! I'm at 39% of my goal so it would mean a lot if you can support or share!
Y’all. We’re doing it. I took out all the test data, put in the Real Stuff, and I’m testing the full game. It’s fun! I also have a bug list as long as my arm now. #indiedev#gamedev#videogames#gaming#pixelart#vaporwave
Testing of a preliminary prototype of objects on water and an electrical anomaly. Just two months ago, I couldn't have imagined that I would be able to do that things... Unreal Engine 5 = incredible technologies
A lot of features with the editor this week but the main triumph is now all of the map layers are compiled when the game starts and a player character is spawned at a specified origin point.
All locations game-wide are in world coordinates now, all buildings and dungeons in the entire game will be on the same coordinate system, no transitions!
Getting more interesting now, though still not exactly perfect, but it's pretty neat to play with. It's quite heavy performance wise though, I'll have to see if I can get this down to a reasonable cost while retaining the fun.
I added some better investigation behaviour on top of his combat behaviour (which is also snappier now thanks to fixing some problems with my custom EQS bits). All implemented with Utility AI via SUSS https://youtu.be/9Nr6s760E7Q
I added a collision with some objects to the anomaly to create an arc and affect them. I got a bunch of ideas for anomaly behavior, interaction with the hero, level design. Maybe it's similar to S.T.A.L.K.E.R., but I confess, I've never played this game
The main idea of this is that when lightning strikes a magnetic anomaly (some areas on the surface of the planet), lightning partially breaks into several parts, from which ball lightning is created
🦉 added an action bar, placed items can be used via number keys
🦊 added item type 'spell' (no individual cooldowns yet)
🦐 made spell items out of the dash and past projectile attacks
Got my OpenGLide test app running on target hardware!
Turns out I was able to revert several texture-related things because the VC4 driver supports way more GL extensions than I thought it did... 😅
I spent a bunch of time trying out different wrong ways to place tiles isometrically before giving up and finding somewhere that told me how to do it. I don't actually understand what it's doing because it didn't explain it, but it works...
Performance is still awful.
The good news is that the Visual Studio diagnostic tools work with WASM, but the bad news is that it just says all the code's happening in internal methods so it's useless...