Wasn't expecting to stop being a solo-dev this early, but people are talented and have dedication!
Introducing a new developer to the team! Zhai Jinpeng (Phoenix) has developed one of the best Internal Ballistic simulators I have seen (The Phoenix Internal Ballistic Simulator). His system will be integrated into Rixas with the needed adjustments. I am expecting to heavily change some of the designers as a result of the change.
I have been working on my project, Rixas for quite a while now!
A completely free(forever) grand strategy game where you control everything about your army, air force, and navy.
In Rixas, you will possess the heads of your country's military throughout time. You will be able to create gear down to the finest details. The loadout of every soldier and composition of every platoon is under your control.
Politics is at large, as it is in any other organization. You don't have full control over the government or your subordinates. People need time to be convinced of new ideas or equipment, and victory can make a nation complacent.
The game is currently in the early stages of development. Most choices and simplifications are intentional and does not represent the final product.
Here is a showcase of some designer features that I have upgraded recently and going through a hypothetical scenario to design something!: https://youtu.be/vTctMDiop1I
Does anyone have any information about a #polygonal or #vector#tilemap ? Perhaps treating a live-rendered #svg file (or grid-based coordinates in code) as a #tileset for #raylib ?
Polygon tiles on their own wouldn't be so bad, but it'd be nice to have the polygons connect/merge (visuals and performance, basically treating each tile as its exposed edge) plus autotiling (/bitmasking?) and other tilemap features.
An editor would be great, also #hexagon grid. Vertex colors and extra data (shape+color palette+item/decoration) would be nice too.
Or would it be more supported to just go with low-poly 3D? Though even in that case it would be good to have a gridmap.
Note that Godot 4 might allow polygon tiles (using scenes, I haven't tried it, I expect it might be clunky) but I want to use #nim ( #NimLang ) and the bindings aren't where they were for Godot 3 (there are at least 2 people who were working on their own bindings, but I wouldn't know where to begin on testing them).
I want a tilemap that doesn't require textures. See the game N++ as an example. I want something that will allow higher resolutions/zooming along with low data footprint and easier creation (and dynamic features).
Aside from just a tilemap with flat corners and maybe different-angle slopes, I want polygonal art. Maybe basic triangles/shapes, maybe art made of multiple polygons (imagine something like Pixel Dungeon but polygons instead of pixel art).
I actually had that editor bookmarked, does it offer this? EDIT: I tried it and when creating a tilemap and the 2 options are both image-based, SVG is an option but it rasterizes it first.
EDIT: Added example of style difference. Well, it wouldn't look exactly like that (depends on the system), I used inkscape and it isn't exactly for making polygons plus I don't know how to use it properly (I didn't use a grid).
Also here's an eye I made with Godot 4 (clip children feature). A rasterized version would be a lot heavier just because of the boiling animation (assets times 3), and that's assuming the iris animation would still be in-engine.
Our Indie Game Somnipathy releases in 9 weeks and I'm kinda freaking out... SO many 'little' things we've been putting off, like icons for achievements as an example, that now look like a HUGE mountain. GAH.
We're not on track for a 'big' hit or really even recouping our time spent, but that we can even consider those topics means we're doing better than many ever get to, yet...
On some level I thought something would go wrong and we wouldn't get this far. Someone critical would quit, or interest would be lost... but it didn't, and that's almost scarier. We are gonna put something real out there, and some people might care. That's a lot.
An MMO I've been part of alpha testing for is about to go into Beta. It's a neat idea, an MMO based more on crafting and community building than that typical "murder-hobo" dynamic. https://youtu.be/MAVeOxnPzhE
I'm caught between wanting our indie game to thrive and hating big tech platforms. I like it on the fediverse, its fun here and I like talking to people here. But I feel pressured to use Threads/twitter/etc since we've put so much work into the game and want as wide an audience as we can for our debut. It's tough and annoying.
As always, I'm not sure about the selection of #gamedev tools.
I want to make an action game with side-scrolling racing (like Excitebike), dodging obstacles and colliding with rivals, along with a parallax scrolling background.
There are two major options:
Game framework + animation
Minimize scale of the entire program
Need to create your own functional components to realize your idea
Low limit of expressiveness
Game engine + physics + limits camera viewpoints
Abundance of ready-made functional parts
High limit of expressiveness
Need to research, selection, and adjustment of functional components to realize ideas
Redundant scale of the entire program
However, since the idea needs to be proven before that, block programming in Scratch may be a good idea.