a tree lives among the ruins
And with that, actor entities can be saved and loaded, broadcast properly for multiplayer, and all the barebone pieces are there for getting started on game logic
It is that time of day again
https://twitch.tv/lyononline
lyononline - Twitch
Hi my name is Lyon (pronounced like lion) and I am a game developer and musician. Right now I am mostly working on a multiplayer turn based tactical puzzle game called Wolf Gang which has been in development since around 2017
Back at it again with the rust and godot stuff today
https://twitch.tv/lyononline
lyononline - Twitch
Hi my name is Lyon (pronounced like lion) and I am a game developer and musician. Right now I am mostly working on a multiplayer turn based tactical puzzle game called Wolf Gang which has been in development since around 2017
I'm live again doing some game dev in rust and godot!
https://twitch.tv/lyononline
lyononline - Twitch
Hi my name is Lyon (pronounced like lion) and I am a game developer and musician. Right now I am mostly working on a multiplayer turn based tactical puzzle game called Wolf Gang which has been in development since around 2017
Streaming some more game dev in rust and godot, come hang out!
https://twitch.tv/lyononline
lyononline - Twitch
Hi my name is Lyon (pronounced like lion) and I am a game developer and musician. Right now I am mostly working on a multiplayer turn based tactical puzzle game called Wolf Gang which has been in development since around 2017
Actor scene key refers to a key in a map defined in a separate file that contains the path to the relevant Godot scene to load (which would contain the actor's mesh, skeleton, animation controllers, etc). I figured to make this separate to make it easier to change JUST the cosmetics if someone wanted to override the path at a certain key
Taking the day off today to recharge, got a lot of code to rewrite. Reworking how actors are handled in the game, in order to make them super modular with as little boilerplate as possible, I've set it up so they can be defined from a config file which then gets deserialized as entities with components thanks to the latest changes in amethyst/legion. This makes the game super moddable too, as I can have it look for user defined config files