GameDev Detour & Year In Review
We’ll return to the regularly scheduled GameDev programming in January. Most of December was spent on a detour. The detour was to help make my life a bit easier. Actually…a lot easier.
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We’ll return to the regularly scheduled GameDev programming in January. Most of December was spent on a detour. The detour was to help make my life a bit easier. Actually…a lot easier.
Read moreSprint 4 took a little bit of an unexpected detour. I started working on adding some core features to the room system. Notably, transition effects between rooms. After the room transitions were functioning I took a brief detour to add some 2D lighting to the game.My goal is to start working on The
Read moreThe third sprint of Zixel is in the books and went by quickly!In just one week, I was able to tackle:
Read moreSprint 2 is in the books! The second sprint of this project was focused on developing a custom tilemap system. Every 2D engine needs a way to render tile-based artwork. For my engine (Zixel) I not only wanted to support tilemaps and tilesets, but also have a custom in-game editor. This post will det
Read moreIn the last few years, I’ve worked with a couple of game engines: GameMaker and Godot. They both were great engines to work with. Being able to publishZim’s Word Gameon both Apple, Android, and PC platforms with a single codebase was handy. GameMaker’s object system, with easy event handling, was
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