Some time ago I decided to keep updating this game. It was created using HaxeFlixel, which is great for quick prototyping small games. Maybe it’s my limited knowledge of that framework but I discovered that It gave me too much problems while developing. Adding new enemy means lots of copy/pased code or strict inheritance.
Next I found out that it tried to do most of the work for me. It’s usually not a bad thing, but when something goes wrong or when you start seeing performance issues on slower machines, you can’t quickly find what seems to be a problem. Another bad thing is that it laggs horribly while recording a video, I’ve seen at least 2 letsplayers who had issues with my game.
Then I found luxe engine
Component entity system would solve my problems with creating new enemies/abilities. Direct GL calls everywhere (OpenGL/WebGL). No Flash. Plus I could add fancy GLSL shaders into the game, like explosion shockwave or changing colors in runtime without using thousands of different sprites.
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Luxe engine enforces programmers to do most of the job, but thats OK with me. I have more control over what I’m creating. I define how physics work, how collisions are calculated in tile-based world.
Adding new movement types for example is much easier and using Components allows me to re-use that kind of movement later. Maybe some enemy could be dashing through the air just like you :)
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So yeah, the game is still in developement! I’ve got a big idea of what I want to create. Trello helps managing my tasts. I’ve got 2 main lists in it: “TODO - Essential” and “TOTO - Later” :) The idea fairy won’t distract me much now!
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