Lately I’ve been really hooked on #balatro.
I found out it uses the #löve2d engine, and I remembered something about Löve games being unintentionally cross platform.
Schifahren update: Added enemies logic to track target to its last known position. A* pathfinding is based on massive 2D bitmap representing solid areas.
Oh, the town is a just debug level
Got some friends to try out the game for the first time: turns out it is very hard, which I somehow forgot after playing it every day for the past week...
They also suggested making the screen taller, which I really prefer: it puts the emphasis on the plant getting taller, and lets you see more of the background art. However now the game doesn't work on desktop anymore: in full screen the mouse coordinates get messed up, which makes the game unplayable... #GameDev#love2d
Popular deck-building game #Balatro is written in LÖVE.
On a whim I opened the exe file as a zip and all the lua code is in there so you can run it with the #linux native #love2d binary. Not only that but you can modify it easily. I replaced the spades with sprites from Win95 Solitaire. Looks so cool I gotta do the rest. Hopefully official mod support will come.
Been a bit busy with uni and work but have made some progress.
The inventory is now able to hold consumables and equipment. Also, the player can do equip or quaff directly from the ground. Results in six actions that I have now defined and implemented for the basic functionalities. The fight with the equipment works, but the effects of the consumables are still missing.
The Inspector and the Inventory Viewer have also been added to the UI.
More dungeon generation! I've added the "blob" room to be able to add more cave-like structures. Next up is some different tiles for the different rooms
A new update on the status. Development is ongoing and I'm currently working on the equipment and items that the player can equip. The first enemies (rat and snake), each of which uses a simple AI, have also been implemented.
Combat works as follows: The combat modifiers (speed, range, attack strength and defense) depends on the equipment the actor is wearing and its experience points.
The damage is determined by comparing the values.