My son introduced me to lospec.com, It has a great set of color palettes and amazing pixel art inspiration. I particularly liked royal armoury and of course I’m a bit partial to hollow.
Posts tagged: gamedev
All posts with the tag "gamedev"
Great conversation with Billy Basso the creator of Animal Well on the code architecture of Animal well. It’s all hand crafted C++. He talks about early games he tried to build being heavy in oop, and really got lost in oop. Animal well is very flat, there is no inheritance, just lists of entities that all implement similar methods in their own way. Layering and order of entities becomes very important. Its crazy how much he had to think about hardware and MS build being very helpful with this, but needing to know all of the console apis.
So many small details go into making hollow knight such a great game, but it starts with such good controls, every thing is so fluid and predictable. I knew about coyote time, but not some of the other details that Juniper covers, such as hang time, and faster decent than jump.
Thor is just straight up a great Human being! Getting a gaming company to tie power and progression with being nice is an incredible feat.
I’m poking a bit into gamedev. Partly to better understand, partly because it’s stretching different parts of my brain/skillset than writing data pipelines does, but mostly for the experience of designing them with my 9yo Wyatt.
I’ve seen several pygame boilerplate templates, but they all seem to rely heavily on globl variables. That’s just not how I generally develop anything. I want a package that I can pip install, run, import, test, all the good stuff.
What currently have is a single module starter package that is on github so that I can install it and start building games with very little code.
Since it’s a package on GitHub you can install it with the git+ prefix.
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