created a lightning gun!
done quite a bit since the last update, added background rendering (which looks quite unifom , subject to change ), added more particles ( debris and bullet shells ), and added a mining feature that spawns physically accurate rocks. (physics done with pymunk)
done quite a bit since the last update, added background rendering (which looks quite unifom , subject to change ), added more particles ( debris and bullet shells ), and added a mining feature that spawns physically accurate rocks. (physics done with pymunk)
done quite a bit since the last update, added background rendering (which looks quite unifom , subject to change ), added more particles ( debris and bullet shells ), and added a mining feature that spawns physically accurate rocks. (physics done with pymunk)
working on AI for flying enemies in my game. Currently I only render them as red circles as placeholders.
The map in this game is made using an algorithm called herringbone wang tiling, inspired by Noita. It works by putting together pre-drawn rectangular regions together following certain constraints. The video shows a tool that I use to preview these regions as I draw them, to get a feel of what it's like in-game.
Hi everyone! I'm currently working on a game on top of a custom engine made with python + OpenGL. I'm currently working on the map generation algorithm inspired by Noita.