Simple level design on my raycasting game in Python Pygame: Dead And! devlog tutorial

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  • เผยแพร่เมื่อ 13 ก.ย. 2024
  • An update on my python raycasting game, now with a more challenging level system and cosmetic variations.
    Playlist of the development of Dead And!: • Floorcasting with Pyga...
    Download the game on itch io: finfetchannel....
    Code available on my GitHub: github.com/Fin...

ความคิดเห็น • 11

  • @FinFET
    @FinFET  2 ปีที่แล้ว

    Try the game for yourself!
    Executable: finfetchannel.itch.io/dead-and
    Source code: github.com/FinFetChannel/RayCasting2021
    Playlist: th-cam.com/video/2Yj5mmKWukw/w-d-xo.html

  • @IronwingTechHaven
    @IronwingTechHaven 2 ปีที่แล้ว +1

    It's looking good. I'm impressed you did this in pygame. Very interesting map design.

    • @FinFET
      @FinFET  2 ปีที่แล้ว +1

      The secret sauce here is Numba, it makes everything run much faster ;)

    • @IronwingTechHaven
      @IronwingTechHaven 2 ปีที่แล้ว +1

      @@FinFET I wasn't familiar with Numba until this video. I can see so many cases where I could use this. Thanks for the tip :)

  • @SkyFly19853
    @SkyFly19853 2 ปีที่แล้ว +1

    More progress...
    ✅✅✅✅✅

  • @matthewmatkava133
    @matthewmatkava133 2 ปีที่แล้ว +1

    cool

  • @matthewmatkava133
    @matthewmatkava133 2 ปีที่แล้ว +1

    can you add cutscenes , boss fights and new weapons ?

    • @FinFET
      @FinFET  2 ปีที่แล้ว

      Yeah, I could, but I think the lore should be elaborated first. Maybe a version 2 of the game could be focused on those aspects, as nothing was really planned here, there is a lot of room for improvement. Unfortunately it takes a lot of time to develop and create videos, and my free time is a bit scarce...

    • @matthewmatkava133
      @matthewmatkava133 2 ปีที่แล้ว

      @@FinFET ok

  • @miguelguerrero3394
    @miguelguerrero3394 2 ปีที่แล้ว +1

    How did you make the second height?

    • @FinFET
      @FinFET  2 ปีที่แล้ว

      It's the same logic as for the floor level but with an offset of the height of the wall, for each ray I find a lower and an upper wall (inside a limit distance), then I first draw the upper wall followed by the lower one