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Latest controls Activity

Quantum Duck
August 29, 2024 10:49 PM
Devlog #18 (Nuts and Bolts) -- February 18, 2019

Hello internet,

A huge portion of the changes/updates for this month are based off of the feedback I received last month during the small closed alpha. 

Level Revamps Planet 2

Revamped planet 02 and planet 04 (internal naming). Planet 2 was basically stripped of many elements (possibly to be use…

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Quantum Duck
August 29, 2024 10:49 PM
Devlog #21 (In Control) -- June 2, 2019

Hello Space Cadets,

Time for another monthly update. A huge part of my time working on Raygun Gadabout this past month has been fixing bugs and polishing things to try and get out another alpha test.

I’m pretty excited at the state of the game at the moment. There’s a proper loop with objectives and …

618 views
enigma_dev
February 06, 2022 03:33 PM
DevBlog 15 - Binary Camera Collision

How to stop a camera from clipping into models; without using raycasts (because my engine doesn't have easy an easy generic ray cast system).

My firsts idea was to just slap a collision shape around a camera, but this has some issues.

By surrounding the camera with an OBB (oriented bounding box), we …

12,142 views

In short:

How do 2D, top-down games usually handle things like speed-boosts or speed-affecting currents?

To explain:

I'm working on a 2D, top-down game at the moment. As things stand, movement works more or less as follows:

  • Each character (player or NPC) has a velocity-vector
  • When moving under their own…
5,437 views
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