3 months ago

Heyo! You know what, my first post on this profile was talking about my old account and my plans to remake neonix!, so I think sometimes I will start make posts like this to be more in depth about the game code and engine. btw read the article below. ⇊⇊⇊


So, in this post I want to be more in depth about the game code and the engine, and talk about what I change, why I change and how this will impact the development process, so join us nerds and lets begin .


First thing I want to add this is a functional preloader screen, that like actually load all data XD, this seems a bit "useless" but no, because I use this preloader system as a internal asset database so the game can acess some assets (textures and audio) fast, and also will be easy to add more content since I don't need to use a function to loade the image and then draw the image with another function, I can simply draw the image by refering their name like this: assetDB["image"]. Simple and clean. I'm aproaching this with the library I mentioned in my last post called Andromeda, I showed that icon I drew. (and yep, that library will be open source as well, obviosly I will hardly modify to be part of the game engine but the vanilla one will be open source and MIT licensed :])


Other thing is a Audio channel system, this is was useful to me since Clickteam fusion, because I can assign a audio file to a channel and control panning, volume and other settings refering to that channel and all the audio will be affected by it. This one I'm making some prototypes and testing what is the best way to create this type of code, I will keep you guys updated about it.


Other thing is Universal compatibilty between all devices, since LÖVE by default is a multiplataform engine, I can export to Mac, windows, linux, android and iOS. While I'm only focusing for desktop version, will be a mobile version since it was planned on the first version of the game. (btw I have images of this I will do another post with those lol)


And game servers. For now I'm testing with gamejolt API to see if player content can be uploaded to it and checking and learning about the API to see it limitations and what I can do to avoid it. In fact one feature I really want to add but I don't work was the backup system so I had to remove it sadly.


Anyway this was all the updates on the code right now and all the this I will do to next days/weeks.

if you're reading all of this, congratulations, now you're free to do what you need to do.



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Working on 0.0.2 Adding a RPC support since it was added the code on the old version but was not working since I didn't configured yet. Also I can begin working on a GamejoltAPI suppport as well

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Heyo! So I've be working on this for like 2 weeks now and the demo with some levels and testing stuff for mobile is close to be finished. Here's a quick video showing the game play, also check the game source if you want: https://github.com/itzKiwiSky/TheDeepEnd

Happy #WIPWednesday!

Are you working on a game?

Making some art?

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Mobile game thing

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

Pufferfished are like O_O

Heyo, I'm not too active on here since colleague is taking some of my time and a lot of toher side projects as well, anyway, I think you may like this.

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

Gamemplay working, I will remove the W and S control to move and you will only move by clicking, the keyboard will be used just to shutdown the lantern and hold the breath.