See more: www.reddit.com/r/godot/comm...
Steam page: store.steampowered.com/app/4668470/...
#gamedev #indiegame #godotengine #indiedev
See more: www.reddit.com/r/godot/comm...
Steam page: store.steampowered.com/app/4668470/...
#gamedev #indiegame #godotengine #indiedev
💨 Windmill entities that spin at different speeds
⚡ Turbulence which affects the spinning
🌲 Parks which get connected to each other
Next up: roads, drag/drop and making it playable!
#screenshotsaturday #rustlang #gamedev #indiegamedev
💨 Windmill entities that spin at different speeds
⚡ Turbulence which affects the spinning
🌲 Parks which get connected to each other
Next up: roads, drag/drop and making it playable!
#screenshotsaturday #rustlang #gamedev #indiegamedev
💬 How it should work?
If a windmill has a neighbouring windmill, the air around it is turbulent, therefore the windmill will spin slower than usual.
🎐 Create a turbulence component
🍉 Assign it to windmills with neighbouring windmills
#rustlang #gamedev
Daily puzzle at hexword.mubergapps.com
#indiedev #indiegame #hexgame #hexword #gamedev #puzzlegame
Daily puzzle at hexword.mubergapps.com
#indiedev #indiegame #hexgame #hexword #gamedev #puzzlegame
In January I wanted to challenge myself to try a different approach with game development. I've been making games for years on and off but I never quite felt like I reached where I wanted to reach, and I think I finally understand why.
More below 🧵 👇
#gamedev #rustlang
www.wired.com/story/electr...
www.wired.com/story/electr...
Final step for adding sounds fx to the game is actually playing them:
🎵Add functions to play each sound using macro quad APIs
🎵Start play ambient sound when we transition to the game screen, and loop it
🎵Play button fx when buttons are pressed
#rustlang #gamedev
The code is pretty simple, use the road background asset unless we're in the 0, 0 HexPos when we switch to the town hall asset. The town hall doesn't have any specific behaviour no need for a tag component.
#rustlang #gamedev
Next up on HexGame, we clean up the code for offsets. Previously offsets were tied to the dragging behaviour which is not idea because shapes need to be rotated as well, not just dragged.
🧽 Remove offset from Draggable
💠 Create a HexShape struct
#rustlang #gamedev
For now we only rotate in one direction but eventually we'll have a way to rotate left and right. The code is pretty simple, if the R key is pressed we change the shape based on the rotation.
#rustlang #gamedev
Educated Guess (Browser)
**Wordyl (Game Boy)**
Scrabble (PSP)
Hexgame (Browser)
SpellWound (Browser)
Pilfer (Browser)
Challenge Me Word Puzzles (DS)
LSE: Letter Scrap Exchange (Browser)
Educated Guess (Browser)
**Wordyl (Game Boy)**
Scrabble (PSP)
Hexgame (Browser)
SpellWound (Browser)
Pilfer (Browser)
Challenge Me Word Puzzles (DS)
LSE: Letter Scrap Exchange (Browser)
We finish up the points system with these rules:
🛣️ If a road is connected to the town centre , 1 point else 0
🚢 If a port s connected to the town centre , 3 points else 0
🌬️ If a windmill has no turbulence, if it's on a hill 3 points, else 0
Next up: UI 😱 🎨
#rustlang #gamedev
🛣️ Roads - default state
🏠 Houses - if a road is connected to the town hall, it becomes a house
🏛️Town Hall - is the default house
Implementation:
1️⃣ Mark town hall as a house
2️⃣ System: If any road neighbour is also a road, it becomes a house
#rustlang #gamedev
🌬️ Create a system for assigning speed
🧪 Expand test cases:
⚡⚡⚡ fast - single windmill on hill
⚡⚡ medium - windmill on hill next to windmill
⚡ slow - windmill next to windmill
#rustlang #gamedev
I fixed it by separating the windmill base and propeller entity, and only assigning speed to the propeller entity 🌬️ ↪️
#rustlang #gamedev #hexgame
💬 How it works?
Parks like to be connected to each other, when they do the park goes from a patch of grass to a forest.
We start by:
🌿 Add the park entity
🍉 Initialise the map with a few parks
📶 Create a system to count connected parks
#rustlang #gamedev
💬 How it works?
Parks like to be connected to each other in groups of three , when it becomes a forest. Last time we added parks and counted neighbouring parks per tile.
Now
🌿 Mark tiles with >=2 neighbour parks forests
🖼️ Render forests
#rustlang #gamedev
We start with adding basic support for shapes and then we'll hook them into the game logic.
📚 Add HexShape enum with possible 3 tile shapes
📐 Generate offsets for each shape so eventually we can position tiles in the shape
#rustlang #gamedev
Next up, we implement the dropping system 🤏
The idea is simple, if we're in the process of dragging tiles, and we release the mouse button, the tiles get dropped. Eventually we'll need more logic for valid drop states but we keep it simple for now
#rustlang #gamedev