New Year - New Engine ^_^
As I am an experienced c++ programmer I decided to divorce with c# and switch from Unity to Unreal Engine.
After some tricky initial setup for the 2d scene, everything looks OK. I feel good about that decision👌
#zintgame#indiedevhour#UE4#indiedev
@mikeBithell Brown style, mini open world FPS with exploring on feet and boat. Placed on an archipelago on the hostile acid planet. WIP
https://t.co/bHp3tmBcz7
Added Behavior Trees into the project to handle enemies AI.
One of them is smart enough to hide behind the red barrel💣.
#zintgame#indiedevhour#indiedev#gamedev
@ongamex92 I noticed that ImGui feeling ;D I keep an eye on the release. Love C++-oriented engines. I had high hopes about Godot but their build system and c++ workflow are far from being comfortable.
For today’s tactical, we want to talk about Jagged Alliance!
Released in 1995 for MS-DOS, it was one of the first tactical turn-based titles back in the day! With its excellent combat and 60 mercenaries to hire, it's a must-play!
Did you play this one? 😊
Hey #madewithunity devs, how many of you are using ECS for gameplay code?
I am using Leopotam ECS, and it's going pretty well so far. Simple but meeting the needs API is a big plus.
https://t.co/MTPO9hIGDP
#indiedevhour#gamedev
Who's checked out the Jupiter Moons demo?
You can play through a full gameplay cycle (battle, rewards & inventory management) in the demo that's currently featuring as part of the Steam Festival.
https://t.co/bi6Ooucapp
#indiegame#Steam#SteamGameFestival#gamedev
I switched to Unity from my c++ based tech. The main reason was to iterate faster on visuals.
Inventory window implementation went pretty fast - with ECS based architecture.
#zintgame#IndieGameDev#indiedevhour#madewithunity
Added action points and turns mechanic. Now I am working on game state transitions. Visuals will be better but the logic is working! Getting close to full combat game-loop.
#zintgame#IndieGameDev#indiedevhour