Dev Log: Bosses and Explosions
I've been working away at getting some bosses working in Super Sky Sisters. I don't know how to embed a gifv from imgur so you'll have to click here to check out a super cool explosion.
Over the past year I've gotten more into using coroutines for complex behaviors and "cut scenes" in my games and my conclusion so far is that coroutines are the most amazing thing ever for game development. Back in the days of Flash I actually made my own version of coroutines (kinda) by making my own scripting language that was able to execute code over the course of multiple frames, but with C# and Otter I can just keep using the same code and have it just do the whole magical "yield return" business.
Working on having three bosses in the game including this big worm snake guy. I'm making use of Otter's Skeleton and Snake components which can take a bunch of entities and move and transform them in various ways to make big monsters. This is a system I've wanted to make for a reaaaallly long time but I finally figured out how just a few months ago.
I'll be at Game Developers Conference next week so if you want to play a round of Super Sky Sisters be sure to find me! I'm hoping it have it done shortly after GDC time and release it as soon as I can. It's been a lot of fun working on a really small project that I feel like I can just mess around with. I think it's been improving my work habits and my attitude a lot, so if I can just figure out how to keep that up then I think this will be a pretty good year productivity wise.
I'm still planning on sharing a bunch of stuff from this game once I feel like I have time to dig into blog posts more. There's a lot of source codes and tricks and shaders that would be cool to share!
Over the past year I've gotten more into using coroutines for complex behaviors and "cut scenes" in my games and my conclusion so far is that coroutines are the most amazing thing ever for game development. Back in the days of Flash I actually made my own version of coroutines (kinda) by making my own scripting language that was able to execute code over the course of multiple frames, but with C# and Otter I can just keep using the same code and have it just do the whole magical "yield return" business.
Working on having three bosses in the game including this big worm snake guy. I'm making use of Otter's Skeleton and Snake components which can take a bunch of entities and move and transform them in various ways to make big monsters. This is a system I've wanted to make for a reaaaallly long time but I finally figured out how just a few months ago.
I'll be at Game Developers Conference next week so if you want to play a round of Super Sky Sisters be sure to find me! I'm hoping it have it done shortly after GDC time and release it as soon as I can. It's been a lot of fun working on a really small project that I feel like I can just mess around with. I think it's been improving my work habits and my attitude a lot, so if I can just figure out how to keep that up then I think this will be a pretty good year productivity wise.
I'm still planning on sharing a bunch of stuff from this game once I feel like I have time to dig into blog posts more. There's a lot of source codes and tricks and shaders that would be cool to share!
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