Side-stuff updates
I havenāt posted since Christmas for the mandatory Ludum Dare spam, but that doesnāt mean Iāve been idle. On the one hand, I joined a project at work using Cocos-2dX, so I started a smaller project at home to implement a first pass on RTS mechanics using a top-down 2D view using that library. My reference is Castle Fight, a relatively well known mod for Warcraft 3 (Fun fact: if you think about it some of the most successful games right now both on mobile or PC (most MOBAs, Clash Royale, etc) can be traced to a mod of WC3/SC, or a variation). Progress is slow because life (and to be honest, Arena of Valor -_-). Iām trying to keep over-engineering under control, and Iāve started coding some construction logic. Hopefully soon Iāll be able to show something better than this.
Besides, this week began the #7DRL challenge. Iāve used the opportunity to check TDL, a Python-3 upgrade of sorts to libtcod, a c++/python library that has lots of useful functionality to code a roguelike. However, I donāt have any clear idea for a game that could use it, so for the time being Iām basically refactoring a tutorial. Hopefully Iāll come up with something. On the gif you can see how the player moves around on a map. FOV is providedĀ almost for free by TDL.
I tried to extend the tunnelling algorithm to support diagonal corridors with some old code for a C++ roguelike project using PDCurses. The corridors are built just fine, but I need to review how surrounding walls are built to avoid overlaps. And last, I also managed to shortly revisit Roblike. I had to upgrade it to Unity 2017, which broke the alpha blending shader. While I was fixing that I also managed to replace a custom masking material with Unityās new and shiny SpriteMask. Then I thought that replacing my custom tilemap logic with Unity tools could be an interesting excuse to resurrect the project in the not-too-distant future.















