My biggest hang-up right now is programming the controls to do what a player would expect them to do. Controls are more consistent than they were in the 90s, but they are far from standardized. To make it more confusing, these controls overlap wildly in multiplatform games to accomodate the extremely limited input options of console controllers. Even if I only wanted to launch on PC, I need to reference the controls of similar games to meet player expectations. <br>
My biggest hang-up right now is programming the controls to do what a player would expect them to do. Controls are more consistent than they were in the 90s, but they are not standardized enough to serve as more than a reference. To make it more confusing, multiplatform games like to map each control to more than one action. Even if I only played into the expectations of PC gamers, I still need to reference the controls of similar (usually multiplatform) games. <br>
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<h2>move than do something </h2><br>
In particular, I feel like I design and redesign the action-movement loops over and over. In July, I published a <a href="">diagram</a> for the attack-movement loop. It translated well to code, but I was too narrowly focused on combat. I felt like it made sense for an attack input to begin the attack-movement loop. The new diagram is more concept-oriented than code-oriented, but it accounts for
In particular, I feel like I design and redesign the action-movement loops over and over. In July, I published a <a href="">diagram</a> for the attack-movement loop. It translated well to code, but I was as narrowly focused on combat as the diagram shows. <br>
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The new diagram is more concept-oriented than code-oriented, but it accounts for
I'm a US-based indiedev who's learning to program through game development + web development. My hobbies include playing 90s/00s RPGs, translating shoujo isekai manga from Japanese to English, and sewing clothes. <br>
I'm a US-based indiedev who's learning to program through game development and web development. My hobbies include playing 90s/00s RPGs, translating shoujo isekai manga from Japanese to English, and sewing clothes. <br>
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To practice different languages, I bounce among solo projects in Godot Engine, Java, + Python. My main project is a widely scoped ARPG dungeon crawler called Blessfrey. Hopefully some playable releases will be ready sometime 2021, so keep watching! <br>
To practice different languages, I bounce among solo projects in Godot Engine, Java, and Python. My main project is a widely scoped ARPG dungeon crawler called Blessfrey inspired by games like Guild Wars 1 and Torchlight. Hopefully a tiny playable release will be ready sometime late 2021/early 2022, so keep watching! <br>
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Feel free to say hello, especially if you're interested in gamedev, too. <br>
Say hi, especially if you're interested in gamedev, too! <br>