Hey #PitchYaGame!
Vagabond is a 2D sandbox RPG with procedurally generated living worlds.
https://t.co/eWOk0wRTpV
Here is an animation that shows the world generation process!
#gamedev#indiedev#indiegame#RPG
After 4 years of development, Vagabond is finally released in Early Access on Steam! 🥳 (https://t.co/eWOk0wRlAn)
Release Notes: https://t.co/2Sy9Xyapuq
Thank you everyone for the support! Have fun!
#gamedev#indiedev#indiegame
@ByteArcane@ArturSmiarowski Yes, if you use sized integer types in all your game code, you would have to static cast only when using an external library. But as you mentioned, all the dirty details are hidden behind a nice API.
Btw, glad to see fellow developers with the same issues as mine!
@ArturSmiarowski long long is 64 bits on all platforms but long is 32 bits on Win64 and 64 bits on Unix. 🙃
But I totally agree, having the control on data IO is crucial for large worlds. ECS works well with serialization. I also observed with my current game that it's also great for netcode.
@ArturSmiarowski Hm, if you are using fixed width types, there is no issue. Even the standard int type is 32bits on both x86 and x64. I only see an issue with size_t and ptrdiff_t but I wouldn't serialize these types. I also use a simple struct reflection system, very useful!
Hey #PitchYaGame!
Vagabond is a 2D sandbox RPG with procedurally generated living worlds.
https://t.co/eWOk0wRTpV
Here is an animation that shows the world generation process!
#gamedev#indiedev#indiegame#RPG
Alpha 8 of Vagabond is released! 🙂
It adds the Thieves Guild, Lockpicking and improvements in the user interface!
Release notes: https://t.co/qWmrsYbalR
#gamedev#indiedev#indiegame
@GSabiniok Even in 2D, it's definitely complicated. I think the way to make procgen quests interesting is that they can change/evolve the world, which is more difficult in a handcrafted world. But I'm not there yet. 😅
Hey #PitchYaGame!
Vagabond is a 2D sandbox RPG with procedurally generated living worlds.
https://t.co/eWOk0wRTpV
Here is an animation that shows the world generation process!
#gamedev#indiedev#indiegame#RPG