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The shield and tutorial is all Paul’s work!

UX is me, I spent much more time on learning tilemap to build the ship than tweeking the UI. I wanted to add price and shortcuts directly on the button, sounds when you build or destroy a hull piece or an ennemy, but time flew yeah D=

FEEL THAT

I still don't have a clue how one might treat a gameobject like a tile or the other way around, sure it's fairly simply once you know it but it's the knowing that takes many.. many many hours

You can create custom data for tiles but it’s not meant to change, if you do it will change to every single tile that is like this one. Each individual tile you draw doesn’t have its own data, it refers to the data of its “type”.

Helpful to identify if the tile is dirt, grass, water, and then do thing around this with code. Not useful to have health that goes up and down directly using the data.

At first I used a dictionary like {Vector2i(coordonates): Object_with_data} to store all the informations, so I could damage, repair, etc and the collision was done by the tilemap as usual. But after the jam actually refactored the whole system, when I place a tile it spawns a node that has a collision, sprite, code… It’s better to manage the collision since our ship is moving ^^’