@ArthG yeah just a normalized vector between the mouse position and the shooter position (Today)

@Livelyivy Hahah awesome. Gotta use those NUKES. I always think of Tetran from the Gradius games t.co/DL1NJ2nGuu (Today)

Quick test of an enemy composed of individually destructible pieces yahoo t.co/w4j4SrfPKq (Today)

@gavanw Ohhh YEAH? I think I have it working (until I find some a crippling bug I'm sure) but I'm def interested in any pointers! (Today)

@konjak @snakepixel I find that if I start to plan things, I intimidate myself a lot. That's why game jams are so fun for me, no planning. (Today)

@AsherVo careful don't reach the resonance frequency of existence and shatter us all into a pocket universe between the membranes of reality (Today)

@BeeMickSee @pietepiet people will complain about whoever you main for whatever reason so just follow your heart (Today)

@rabbit_nabokov @konjak hahahahh cereal mascot I'm dying (Today)

@BeeMickSee @konjak @DamianSommer Yoo with all the Mario Kart DLC I think Smash DLC is def happening (Today)

@konjak @vonFawks @pietepiet I'm honestly surprised Dark Samus wasn't a character. (Today)

@vonFawks @konjak @pietepiet no more Kirby characters, make a Kirby/Jiggly clone that is a Metroid. (Today)

@pietepiet @konjak maybe they'll announce removing dark pit (Today)

@NoelFB I have done this in AS3, with loops, if, else, and everything. If you want the source to look at, let me know! (Today)

@SteveSwink @TommyRefenes I wonder how many Ultron forms there will be and which one of them will be the Stan Lee cameo (Yesterday)

@Doomlaser @TommyRefenes Oh sorry was totally thinking of Spine which I already use. Spriter seems to have no official api support. (Yesterday)

@Doomlaser @TommyRefenes Plus is going to be for making skeletal based stuff procedurally, not sure how any tool would help there :I (Yesterday)

@Doomlaser @TommyRefenes I have no idea how to bind my entities into anything that spriter has, plus I can't distribute their runtime easily (Yesterday)

@TommyRefenes cool let me just spend 10000 years writing swf importers (Yesterday)

@DiscordGames Hahah yeah, it is too easy to procrastinate on game design problems by just working on engine/tech stuff ;p (Yesterday)

@DiscordGames Building this so I can make enemies that have individual destructible parts, like big bosses and what not. (Yesterday)

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2014 - 1 - 25 / 7:23 pm / general

Dev Log: More Data Driving

Dev Log: More Data Driving

How far is too far when it comes to making data driven code? Right now I'm wrestling with this question. I have a bunch of stuff defined in my xml which is all well and good for some parts of this game, but then I came to think of spells and abilities and how to make them data driven... but I think to truly do that would require some sort of scripting!

I was looking into Lua or using some form of Python for scripting in my game, but ultimately I've decided to hold off on that sort of thing. It sounds really fun, especially when I start to consider the modding possibilities of a game that uses a lot of scripting and data driven stuff... but it feels like a large burden to take on very early on in a project (even though getting Lua set up in C# is incredibly easy!)

As I slowly pick away at these systems everything is becoming a little bit more clear with each day of work. I'm still learning the ins and outs of C# and the power of reflection. One thing I started looking into today is custom attributes. It seems like a powerful way to combine data driven and engine driven stuff into one. I think by using custom attributes I could define a lot of data right in a class itself, and I would be mostly doing this in instances where I wouldn't want this kind of data exposed to the end user.

For example right now I have my stat class set up with a Dictionary where the enum StatType is the key, and a float is the value. This is all fine, but it means that in the constructor of my stat manager class I have to define all of those stats by doing Add(StatType, value) a bunch of times. An alternative way to do this might be to define the stats as just floats in the class itself, and apply custom attributes to each one like [Stat] or [CoreStat] or [DerivedStat]. I'm going to spend a little time experimenting with this stuff and we'll see how it turns out!

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2014 - 1 - 25 9:30 PM

Jesse Chounard

You're working in C#. Just use C# for scripting too. .Net has the compiler available for you to call at runtime. (Dunno if Mono does, but I'd imagine so.)

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2014 - 1 - 26 5:59 PM

Kyle

I've looked into this a little bit but it seems to be a little overkill for what I would want to do. That, and if I were to ever work on devices that don't allow compiling code at runtime then this could be an issue... still very interesting stuff, I might do some experiments with it on the side :)

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Hi there, my name is Kyle, and I'm a 27 year old kid with adult powers. I'm making video games and living the indie game developer life in Tempe, Arizona. Here you will find my thoughts, games, websites, doodles, and other stuff like that. I worked on Snapshot, Offspring Fling, and a whole bunch of other games. I also created and maintain Otter, a 2d game making framework. If you want to get a hold of me use the form on the bottom of the page, leave a comment, or just tweet at me. I try to post three times a week. Thanks for stoppin' by! You're the coolest.

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