Day 17 - NO-OP
Had some life things come up and didn't get an entry this day
Day 18 - Opus Minnum
Due to missing the 17th, decided to go more ambitious on this one. I really enjoyed Zachtronic's Opus Magnum when it came out, and always thought it would be a fun one to try and copy, re-discovering the algorithms and design challenges along the way. Originally was going to keep it pretty simple, just spinning things and hardcoded movement. Once I got going, I saw how to do paths, actual commands, and the element emitter / consumer. This will probably be the most involved "sketch" by far, took me nearly 14 hours. It was good though, gave my ecs some exercise -- found something that needed a small improvement -- and definitely got me mileage doing more complicated algorithms with parentage and recursion. It also pushed my hex logic forward yet again.
Day 19 - Treasure Effect
Wanted a palette cleanser after the mini-marathon I did on the 18th. It's a simple effect but did numbers on my brain when I was hooked on vampire survivors.
Had fun creating variables to tweak the spawn behavior, wanted to create some variance in the spawn rate to keep some visual interest. Created the subtle middle column highlight shader to enhance the glowy/shiny aspect.
credits - coins and chest
Day 20 - Asteroids Foundation
One of those days where every inch feels like it takes a mile. But wanted to at least get something down for today's sketch. Scoped it down to about as simple as possible, just some old fashioned lines and ricochet logic. I fought a bit with the SDF rendering to try and do a triangle but couldn't get the shader to cooperate so just drew it with three lines. Will have to figure that one out later. Given the for loop and if statements in the shader there's a part of my brain that's amazed it works at all. Thinking I might want to support polygon-based drawing primitives as well. Even if just for prototyping, the SDF-based rendering is fun for stretching shader muscles, but not the most practical.
Day 21 - Bug Hallway
Had some fun with shell casings and simple enemies. This is my take on a game I watched a video of once but never played (and as such don't remember the name). For the hit detection, pulled out the old trusty "two very large circles with a small intersection" technique to damage anything along the line from the barrel to its endpoint. Another fun implementation detail is that I created a "capture" texture for dead enemies + landed shells, allowing me to free the entity for my ECS while still retaining a visual marker on-screen.
The gif fps is messing up the animations a little, making the belt look like it's feeding backwards and hiding the spider walk animation. Probably need to do video recording in my framework at some point. These gifs are great but there are some limitations...
credits - spider, everything else is mine.