Do you know any tower defense game where you can do this?
Feed the PIT!
For sure, I'm going to make an achievement for that :P
#gamedev#indiegame#steam
@UStateMachines oh there are already there ;) the "pit" is just a showcase from a sandbox, i have alot of elements interaction in the oven :D https://t.co/h0XSoTAeDg
the map is a 14px cell grid with four Dijkstra flow fields baked at load, each weighted by different noise so a different tunnel "wins" in each one, and every bug just follows the field it was born with. Walls are a signed distance field, so steering and collision are one bilinear sample per bug per frame, which is what makes it cheap enough to run the whole swarm on the GPU
@OnlyGerier I use AI for tooling and bug fixing, and do art I am capable of. I even think that art does not matter that much but is the most annoying and unrewarding thing in game dec.
4-5m with 120–90 FPS. Creatures are more like a "fluid" and all the other stuff is non-allocating. I'm having issues with dynamic lighting, which causes these FPS drops. And at this scale, "zooming in" and "zooming out" start to become expensive if not handled correctly. My demo build had issues with 30k....
500k+ enemy swarm TD...
I have new sprites...
New perfomance...
The demo is out with the old sprites.
The old demo couldn't handle 20k enemies.
I need feedback on the visuals. Do these bugs read well?
Should I update demo?
#gamedev#IndieDevs