Game Dev Engine #7. Mouse Pointer.

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  • เผยแพร่เมื่อ 1 ต.ค. 2024
  • 2023-07-19. Showcasing mouse control via pointing and multi-button clicking. The mouse has many methods of providing input, so I will be making a few small games to showcase the various methods. The windowing system is already showcasing click & drag, but I figure showing it within a game actually shows its use in a game development / usability setting. The windows are part of the engine, where as a sample game should have easily consumable mouse input relative to the game itself (in this case, the game lives inside of a window, and doesn't care about the higher level OS-style functionality).
    My game of choice is a clone of Missile Command, which I have never played, so this doesn't capture all of the example enemy types -- particularly the enemy that drops bombs, and the smart targeting missile that avoids explosions. But I did add the following features:
    - cities and silos are procedurally generated
    - cities act as missile generators at level end
    - you obtain one new city and one new silo at level end, or bonus points if none needed
    - silos have no 10 missile limit, so don't waste early
    - missiles can split into 3, and can do so multiple times
    - difficulty ramp up includes: more missiles, more splits, faster missiles
    - middle silo fires faster missiles
    - explosions cause chain reactions, which can help efficiency
    - terrain is procedurally generated, but I don't change it, as I want to keep the sense that you're in the same country / county of cities each level
    - end of level: cities and silos produce more missiles
    The lines are draw by the GPU as a "sprite", thus some floating point inaccuracies cause flickering. I had considered rendering this as a single (not double) buffered bitmap screen, like the original arcades (e.g. Missile Command, Defender, Robotron: 2084), which this engine allows. But there is no natural palette indexing, and I didn't want to complicate things with pixel shaders to replicate the palette cycling. I may try this for a Defender clone though.
    Finally, this game offers an interesting challenge for Gamepad based input. Some great ideas to follow. If you can make this fun with a game controller -- then I think that's a huge win. It would open the floor to couch co-op multi-player.
    Hope you enjoy!
    Playlists:
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    - Xona System 8: • Game Dev Engine #1. A ...
    - Voxel: • Voxel Engine #8 - Corr...
    - Ray Cast: • 3D Ray Casting Engine:...
    - Graph-All: • #1 Graph-All Equation ...
    - Scroll Shmup: • The First Pixel: Devlo...
    - Road: • Pseudo 3D Road #8 - in...
    - Arena Shmup: • Arena Shmup Demo #3 - ...
    - Wave Function: • A.I. Texture Generatio...
    - 3D Polygon: • 3D Polygon Engine #9 -...
    - GW-BASIC: • GW-BASIC - Escape From...
    Websites:
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    - GitHub: github.com/JDo...
    - Blog: thefirstpixel.com
    - Studio: xona.com

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