Or I am just projecting my dream game on everything :D
Through the movie, I was dreaming about the game with the same setting and ideas
- lots of technical details and terms, "overhaul", "heave to"
- tight economy, gas is limited and overhaul is expensive
- logistics. Put your loot on a raft and tow back to the base. Or throw it on a ship
- harbors/islands. Hideouts and territory claims
- a bit of magic and mystery
- weather, storms, clouds. Plan a fight in the weather that works for your plane. Zoom-bomb a hauler ship from a cloud!
oh, wrong hackmd link, this one should be public: https://hackmd.io/@nTA5UhF8RWCoIczXi77w6A/r1WZv4MJF
At least I really like the GIF from the post :D
I think the main problem with this post - I am trying to fit too many things into one post and I do not have a clear goal to achieve with the post.
And also not 100% sure about things I am writing :/ And the balance between unsolicited self-indulgence and overly dried text is a tough one.
Anyway, done with the post, for now.
And, finally, I published my "Status update" patreon post.
Writing is super hard, still little unhappy about the content of the post :/ I will keep it patrons-only for a little while, maybe will get some ideas on how to make it better.
And then will make it public for a birdsite/reddit
and thanks to "cargo quad" I just published macroquad 0.3.8.
The biggest change - moving to new quad-snd. Also lots of minor fixes like no more version complains on wasm
Before you start using Git-LFS in your repo, consider this:
I've been using it not knowing what's the limit and now I get nagging e-mails from Github about exhausting my quota, and the only way to get rid of that is to nuke the Github repository and start over (loosing all issues, stars, watches etc.).
Oh - I can also start paying Github $5/mo forever to rise my quota from 1 to 50 GB.
#GitHub #Git #gamedev
A little write-up on "cargo subcommand", what they are, and how to make your own one.
So today I spent a day figuring what can I do within "cargo subcommands".
Still not sure if this is a good idea, but, maybe, I will do a "cargo quad" subcommand - kinda similar to 'cargo apk", but for all the platforms + with some assets postprocessing.
Right now I made a prototype that works for WASM and it actually looks nice
And I had a second problem - assets automation. Would be nice if atlases will somehow build themselves, under-compressed data will compress, overly-compressed - uncompress.
All the engines are doing this one way or another, so it was pretty clear I will need something for this sooner or later
Macroquad's web build process is ridiculously simple - run `cargo build --target wasm32-unknown-unknown`, get a very simple .html, copy .wasm close to this .html, serve static data from some webserver. Done.
Buuut this copy-pasting files is not that cool, actually. I guess most people ended up with some ~4lines bash file to simplify this
Jumping across multiple projects ("hey, could you try this, it is broken on web" - happens very often :D) made this bash invocation little annoying
Working on a long "status update" patreon - it was almost a year already since the last one, shame on me!
For the fish section, I did a little compilation of previously posted gifs.
I think it turned out pretty good!
Game developer and a vagabond.
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