6 Months of Indie Game Development
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- Опубликовано: 27 июл 2024
- The last 6 months I have been working on my indie game Twin-Stick Survivors. I'm developing it using my own engine in C++ and OpenGL.
You can wishlist it on Steam: store.steampowered.com/app/30...
Pathfinding Algorithm: www.gameaipro.com/GameAIPro/G...
00:00 Intro
01:03 Past to Present
05:21 Future - Игры
Nice to see such a big update :D Can't wait for the full game!
What would be cool (not to be THAT guy, just spitballing) is a multi-level design, like the one those 3DS Zelda's use. I feel it could add a whole layer (lol) to gameplay and player creativity
Fire
Hell yeah
Amazing progress!
Worried that unless turrets expire, players will just hover near them indefinitely
Thx :) They do actually expire after some time.
Looks really good! Really like the new upgrade system and looking forward to see the permanent ones.
Also how the fuck does one make a game with decent graphisms, tons of enemies that only requires 1gRam and a 100Mb graphics card
pretty sure a pc like that couldn't even run steam
Thanks :) I'm writing the game in C++, that helps. So far the amount of memory needed is even much less than those numbers. Should this change in the future, I'll adjust them.
looks like fun💥
This looks like something i would buy. Will the dev art be changed or is that a deliberate choice?
The general art direction (e.g. simple, readable) is a deliberate choice, but I'm not 100% set on what the final art will be.
reminds me of Geometry Wars lol
Super curious as to how many enemies is the limit for performance reasons? And if you do any tricks to simplify collision detection on enemies in large groups?
The current technical limit I set is 5000 enemies. But I could increase that, should I reach it during playtesting. I will probably not go over 10k, because so many enemies don't fit on the screen anyway.
I do grid partitioning, so that every enemy only checks those in close proximity to see if they are overlapping.
@@ykeygames makes sense - I'm assuming that grid partitioning is to determine which enemies are in the same area? As otherwise calculating the distance each time is costly
Yes
omfg your voice is really nice TwT
😎first