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    devember 13th — pathfinding

    Sunday, 2015-12-13 in devlog about #gamedev, #devember, #devember2015, #hourofcode, #objc, #spritekit, #isometric
    I’m a bad bad slacker person, and didn’t keep my daily hour of code promise for two consecutive days. I did however read a bit on using Perlin Noise for prettier randomness, so that’ll be a thing when I have my pathfinding sorted.

    devember 10th — pretty randomness is hard

    Thursday, 2015-12-10 in devlog about #gamedev, #devember, #devember2015, #hourofcode, #objc, #spritekit, #isometric, #pathfinding
    Making randomness look pretty is hard, so I’ll put that on the shelf for now. Started looking at GameKit’s Graph pathfinding classes instead, which is probably more essential than getting sidetracked by making things look pretty. Defining the GridGraph at the IsoTileMap level will probably not work though, as different Actors will have their own unique capabilities to traverse the map. The Actor should probably generate their own GridGraph for their observable vicinity when they need it, and filter the graph with their traversal capabilities.

    devember 9th — smooth autocentering camera

    Thursday, 2015-12-10 in devlog about #gamedev, #devember, #devember2015, #hourofcode, #objc, #spritekit, #isometric
    Camera smoothly centers on player position.

    devember 8th — randomized maps

    Tuesday, 2015-12-08 in devlog about #gamedev, #devember, #devember2015, #hourofcode, #objc, #spritekit, #isometric, #opengameart
    Refactored lots of tile related stuff, so the tile templates can hold more information than just a texture image name, e.g. the stepHeight for a tile, so we can have tiles that are not perfectly flat, but still be walkable and have actors positioned correctly.

    devember 7th — actors walk on top of map tiles

    Monday, 2015-12-07 in devlog about #gamedev, #devember, #devember2015, #hourofcode, #objc, #spritekit, #isometric
    Refactored movement from Player* to new superclass ActorSpriteNode.
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  • Calle Englund
  • [email protected]
  • notCalle
  • @[email protected]
Random development ramblings, maybe.