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## Introduction In this article we'll go over the Console room. The Console is considerably easier to implement than everything else we've been doing so far because in the end...
## Introduction In this article we'll focus on the creation of the skill tree. [This is what the skill tree looks like right now](https://streamable.com/9bj59). We'll not place each node hand...
### Blast We'll start by implementing all attacks left. The first one is the Blast attack and it looks like this: Multiples projectiles are fired like a shotgun with varying...
## Introduction In this article we'll go over the implementation of all passives in the game. There are a total of about 120 different things we will implement and those...
## Introduction In this article I'll talk about some "best coding practices" and how they apply or not to what we're doing in this series. If you followed along until...
## Introduction In this article we'll finish up the basic implementation of the entire game with a minimal amount of content. We'll go over the Director, which is the code...
## Introduction In this tutorial we'll focus on getting more basics of gameplay down on the Player side of things. First we'll add the most fundamental stats: ammo, boost, HP...
## Introduction In this section we'll focus on adding more functionality to the Player class. First we'll focus on the player's attack and the Projectile object. After that we'll focus...
`2013-06-30 23:43` This post briefly explains a technique for generating randomized dungeons that is loosely based on the one explained here: ## Grid Generation Generate a grid: ## Grid Difficulty...
`2014-08-16 21:05` This post explains behavior trees as I understood them. There are very few behavior tree related tutorials out there that have both code examples as well as concise...