Today, I've fixed some bugs with the crystal throwing algorithm.
Basically, crystals will be used by the player to get to those alternative paths I've mentioned in my BPS tree entry.
There'll be at least …
In the previous iteration of our game, we decided to use an actual cone as a way to make an AI "see".
This implementation was hazardous, and it quickly became one of the hardest things to implement.
We eventually were able to code it all, but the result…
Today was kind of a slow day: I had many things to do, so development was kind of light...
Nevertheless, I've still managed to do something...
I've added a way to highlight items through emission (not unlike how we did it…
Today, I've modified the shader I've previously made so that it can take a "wetness" parameter.
Basically, in my palette, the first 4 columns represe…
After really thinking about it, the method I've used to play MP3 wasn't the most flexible, so after re-work…
So the game I'm working on is going to use rooms that are connected to each other by little holes, creating something somehow similar to "Binding of Isaac", but with organic room disposition rather than rooms placed on a grid with specific dimensions.
To do this, I needed to search for a goo…