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    devember 29th — regenerating health bars

    Tuesday, 2015-12-29 in devlog about #gamedev, #devember, #devember2015, #hourofcode, #objc, #spritekit, #isometric
    Health slowly regenerates, and health is shown under actor sprites as a green->red color changing percentage bar vs max health. Randomized result resolution for attacks.

    devember 28th — ruling brains

    Monday, 2015-12-28 in devlog about #gamedev, #devember, #devember2015, #hourofcode, #objc, #spritekit, #isometric
    Mob brains now run a RuleSystem to evaluate their options.

    devember 27th — brain and body componentized

    Sunday, 2015-12-27 in devlog about #gamedev, #devember, #devember2015, #hourofcode, #objc, #spritekit, #isometric
    Quite a lot more than an hour of code times a few days, but the rearchitecturing is complete. Tomorrow we can move forward again, and create more complex AI behaviours for MobBrains.

    devember 26th — rearchitecturing

    Saturday, 2015-12-26 in devlog about #gamedev, #devember, #devember2015, #hourofcode, #objc, #spritekit, #isometric
    Everything ripped apart and moved around towards the new architecture. Still more work to be done before anything works again, but hopefully it will be worth it.

    devember 25th — brain and body

    Friday, 2015-12-25 in devlog about #gamedev, #devember, #devember2015, #hourofcode, #objc, #spritekit, #isometric
    Actor behaviour needs to be more modular, and not hardcoded into the sprite node classes. Let’s try to refactor everything using an Entity–Component architecture instead. This will take a while and break everything.
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  • Calle Englund
  • [email protected]
  • notCalle
  • @[email protected]
Random development ramblings, maybe.