Winning random
Dev: Jacob Zhu
This week is when level building randomization is finally in the game!
It took a lot of hard work, and this week it was mainly adapting my data structure code in the base class of the building Actors to accomodate new spawn points that are in Component form. An advantage I realized though is that the game can find Components within an Actor a lot faster than it can do with searching overlapping actors in the game.
Afterwards it was really about just redesigning the level to demonstrate the new random building spawning. Personally I am glad I worked hard throughout the month on this system, and it honestly taught me a lot on what to think about such critical systems in the major aspects of a dev cycle, due to the fact that I had to rewrite a quite a number of systems like AI spawning, locating the correct pointers to the spawn pools etc. It was a educational experience, and I was glad I can end of this current month with the completion of such a feature.
Thank you for checking out Lustrat Somnia!
Get Lustrat Somnia
Lustrat Somnia
Horror game with horde defence
Status | Prototype |
Authors | The Vermilion Chocobos, Sun, Ren, TheCephaloDev |
Languages | English |
More posts
- Components Vs ActorsNov 10, 2023
- UI subsystem abstractionNov 03, 2023
- UI versus Shared PointersOct 28, 2023
- AI Accidental MartydomOct 23, 2023
- Clashing systemsOct 20, 2023
- Positioning a randomized objectOct 16, 2023
- Dev Log: Issues with Turning MeshOct 14, 2023
- UI Player Feedback and DirectionOct 14, 2023
- DevLog: Point System and Random ItemsOct 07, 2023
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