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
  • ИгрыИгры

Комментарии • 20

  • @qwerty86381
    @qwerty86381 18 дней назад

    Nice to see such a big update :D Can't wait for the full game!

  • @Nate-bd8fg
    @Nate-bd8fg 21 день назад +1

    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

  • @Whhatt
    @Whhatt 21 день назад +1

    Fire

  • @winkyflex7826
    @winkyflex7826 23 дня назад

    Hell yeah

  • @AltamishM
    @AltamishM 19 дней назад

    Amazing progress!
    Worried that unless turrets expire, players will just hover near them indefinitely

    • @ykeygames
      @ykeygames  19 дней назад +1

      Thx :) They do actually expire after some time.

  • @liamaincraft7614
    @liamaincraft7614 8 дней назад

    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

    • @ykeygames
      @ykeygames  7 дней назад +1

      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.

  • @FrippoFripp
    @FrippoFripp 23 дня назад

    looks like fun💥

  • @_tringle
    @_tringle 21 день назад

    This looks like something i would buy. Will the dev art be changed or is that a deliberate choice?

    • @ykeygames
      @ykeygames  21 день назад

      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.

  • @DARK0717
    @DARK0717 21 день назад

    reminds me of Geometry Wars lol

  • @windows4ever4
    @windows4ever4 22 дня назад

    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?

    • @ykeygames
      @ykeygames  21 день назад

      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.

    • @windows4ever4
      @windows4ever4 21 день назад

      @@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

    • @ykeygames
      @ykeygames  21 день назад

      Yes

  • @Illuminat-ve5ue
    @Illuminat-ve5ue 21 день назад

    omfg your voice is really nice TwT

  • @ShaAngFox
    @ShaAngFox 23 дня назад

    😎first