Items now show up in the world when you select them in the actionbar!
#gamedev #zoxel #flecs #indiegame
UI Slots are now seperated from user data, they provide a middle layer between uis and items/others! This separation makes it much easier to work with.
#gamedev #zoxel #flecs
Blocks now have health and can take some abuse!
#gamedev #flecs #indiegame #zoxel
Amongst the refactors, I added the particles for aura skills, this will show the range of the aura that will damage enemys!
#zoxel #flecs #gamedev

Getting back to #EDCgame after a long hiatus. Aside from RL distractions, I'd been struggling getting up a debug dashboard to inspect and tune the simulation. I'm just not a front end guy.

Much like getting a level editor built for #voxxon, #claude was the perfect tool, scaffolding a dashboard in less than an hour, vs. the week or two I'd spent previously trying to do it by hand.

Now to back out my previous #flecs spike and put in #ArchECS based on my CitySim.js experiments.

Finally got around to refactoring my hierarchys to use Flecs based parenting. Should result in less weird memory bugs on lesser platforms, been testing windows builds :) Was tricky too refactor!!! Also benefiting my prefabs! #flecs #zoxel #gamedev
The new pause screen, I have tried cleaning up the UI more and maximizing contrast! #gamedev #screenshotsunday #flecs #zoxel #indiegame
More progress on render textures! Proper scaling and transform systems for layouts.. the old 2D shader code didn't use transform matricies, just basic position2 datas.
#gamedev #zoxel #flecs

Editor component labels now update in real-time! it's now very good at analyzing my games #flecs data.

#gamedev #zoxel

Some progress on the inspector! #gamedev #screenshotsaturday #zoxel #flecs