Yet another game development blog
www.infinitrap.com is live!
We also started a greenlight and kickstart campaign. The game will be released on 22 september 2015. Go visit the website :)
In Desktop Commando, all my static objects are placed with pixel accuracy, meaning that something like TILED could not help me a lot. Still, I need to create some levels but I don't want to develop an extra editor application.
Since the game will eventually allow players to build stuff (like turrets and traps) it was interesting to develop some kind of generic ingame editor that allow me to place static objects myself (as an administrator) and save the level directly inside the game.
I also created a small script that take a wall tileset made in GIMP and import it in libgdx, ready to be used.
Here is the result:
I just finished adding a simple blood effect with 2d particles.
I wonder If It is better to use particles or sprites for this kind of effect.
I just finished adding much needed features such as pickups (weapons, ammunition, health and armor) and making the guns actually fires projectiles over network. There is no collision checking yet, this will be for next post I suppose.
I think the next major issue to fix will be how I deal with lag and non-hitscan weapons. I currently consider all my weapons as firing projectiles therefore even if I rollback my simulation to check if the target was hit in the past it would look very ugly on the screen.
Right now I have two things to try:
Suggestions, someone ? :)
Here a video:
This is my first post about the development of a game that is not Moon Fever. I have put Moon fever on hold to try to complete a smaller game I wanted to do for quite a while. It allowed me to test the netcode used in Moon fever.
I posted a new video showing the current progress of the libgdx game client used to connect to game server.
Everything seems to work correctly, the server store all spaceship designs and you can use them across several games. Still, you need enough points to build them.