Comments 195

Re: Talking Point: What Are You Playing This Weekend? (23rd August)

ParsnipHero

Just game dev again. Engine rewrite #4!

I decided to refine my Plants vs. Zombies game from tower defense to “support defense”. Instead of killing enemies coming in you help cure them instead. I really like the idea of not killing things.

I’m not actually at a point where I have any gameplay. Part of my rewriting is focusing on making the game responsive. I dabbled in world space position in the last iteration for gameplay elements now I’m applying a relative approach to UI scaling so the game’s UI scales when the screen size changes.

I’ve started working on animations now. That’s a really interesting area. I’m building up my sprite sheets but the concept of making an animation in data will involve 3 objects in code. Firstly the Asset/Image then the Spritesheet which uses the Asset as a property then finally an Animation which uses the Spritesheet to say I want to use these frames at this speed. This way I can reuse spritesheets for multiple animations. It also decouples spritesheet and animation data from an asset.

Once I have animations working I’ll reimplement the world space rendering system and dynamically scale up non-UI elements.

Lots to do. Still loving working on this thing.

Re: Talking Point: What Are You Playing This Weekend? (16th August)

ParsnipHero

Still no games. Game dev of my JS Plants vs. Zombies like game is going great though.

I’ve some great strides. Levels and unit types can be configured in JSON files now then deserialized into granted objects. This makes testing so much easier as I don’t have to go through lengthy object setup. I’ve also included shorthand in the Covid edict translate to configuration so less magic numbers.

In other news I have level progression in the UI to thangs to configuration I can set a next level and on victory the user can go to the next level.

I introduced unit behavior this week. Units can have melee behavior or ranged where they fire projectiles which damage their foes. I even have a unit type that generates energy for the player so they can create units faster. So I have variations on the peashooter, sunflower and wall-nut then a zombie (and speedy zombie) on the other side.

We’re not done yet. I converted my absolute value positioning system to world coordinates so I can scale them easier based on screen size.

It’s been a lot of fun seeing this all come together I put together some simple level then real pushed what could be done by adding in lots of enemy waves. It makes me realize that you can build a system but play testing and balancing are critical too.

Technically we’re a functional game now we have victory, defeat and gameplay features but I have along way to go yet.

This next week I want to add in unit removal (shovel mechanism) and possibly introduce a level select based on configured levels. Finally possibly animation but that’s a big one.

Re: Talking Point: What Are You Playing This Weekend? (9th August)

ParsnipHero

Still not playing anything though I said I’d take a look at UFO 50.

Right now I’m still working on my game. Since last week I reworked the update logic to use a single immutable state and removed all the bonkers event driven code. That was becoming a massive headache.

Anyways feature wise my pause menu UI is much better and so is player unit spawning. The gameplay doesn’t spawn enemies yet or track win/lose conditions but I have a really solid foundation so I already have a way forward there.

I’m looking forward to where I go next with this.

Re: Mini Review: Apex Legends (Switch 2) - A Giant Leap Over The Tragic Switch 1 Version

ParsnipHero

@Picola-Wicola attachments affect your weapon. Like a magazine will increase ammo capacity or a stock will improve handling. They’re all graded is typical RPG style colors with gold being the typical best.

Some are called “hop ups” which change how the gun performs like select fire allows you to switch from single to auto shot when the gun couldn’t do that out of the box.

If you’ve got to this point I highly recommend going to the firing range and testing this stuff out. It’s got everything I mentioned above.

Keep safe out there, legend!

Re: Mini Review: Apex Legends (Switch 2) - A Giant Leap Over The Tragic Switch 1 Version

ParsnipHero

@Picola-Wicola it’s not as trial by fire as it used to be as they have Bot Royale now but eventually you’re going to play against people and games can vary from setting No one to “how are there this many people here?”

Overall it’s like any other battle royale but the biggest things are weapon attachments they can subtly change your guns. It can be annoying not finding the loot you need but the scavenger hunt can make a game too.

Training area is per good for trying things out and messing with bots too.

If you’re fine with dying in a battle royale you could give it some time and see what you think.

Re: Talking Point: What Are You Playing This Weekend? (2nd August)

ParsnipHero

I’m actually taking a break from playing games at the moment. Instead I’m making a game like Plants vs Zombies from scratch in JavaScript in browser.

It’s coming along nicely. I’ve got unit selection and placement, pause menu, energy regen and last night I was able to spawn zombie waves. It all works with a gamepad too. Next step is unit detection so they fight each other. That’s what of the “brain” logic I’m giving each unit.

Re: Pokémon Legends: Z-A Is Getting Its Very Own Switch 2 Bundle

ParsnipHero

@Porky yea, it's always been that format. It's just the non-mainline Pokémon games offerings are far more broad now not just Pokémon Go.

Really all I want is for them to announce a way I can buy the old games digitally. Buying the classic games on retro hardware is such a minefield and not a cheap endeavor either.