Draughts-like game part 2:
The conversion of (board) 2D coordinates to world position works .
Making a for this Draughts-like game progress.
After making the UML, started to implement the piece (and partially the board).
Again, things on UML wasn't actually that right, but updating it it's pretty simple, especially using codeberg's wiki (supports mermaid, so it's basically writing code).
I'm pretty happy on how this is progressing.
Finally started my implementation of a draughts game (which I hope I'll not abandon) after UML-ing it for days, now I'm basically ping-ponging between these two, which helps me rethinking about with more care.
I almost got trapped on the UML rabbit hole, avoided thanks to the tips you gave me!
UML helps planning, but I feel the true advantage comes later actually: it's being easier to remember how your project works by looking at the UML graphs than digging the actual messy thing.
Open Worlds: An Introduction to Free and Open-Source Game Engines https://www.stride3d.net/blog/open-worlds-intro-to-foss-game-engines/ #BevyEngine #GodotEngine #O3DE #StrideEngine #GameDev #IndieDev #IndieGameDev
Dammit, ok, I'm sold to o3de's event based scripting for gameplay.
The idea of stopping the protagonist when highlighting something on the camera wasn't planned, but it was so easy to implement (literally seconds).
This is probably true to Defold or any engine that works with messages and co-routines to be honest.
This is the script canvas graph, on the end there's a "Attempt Attack", which is a custom node made with Script Canvas for the game.
So the idea is: I can make these custom nodes with script canvas, if I conclude that this node works and it's important, then I could (in theory) refactor the same algorithm in C++ and exporting it as a node too.
So, for the enemy graph, nothing changes (well, I need to update it to the new node), but there's less visual code (and VM usage) in the project
Side project progress:
Oh, I'm having progress
This cube enemy was quite straightforward to program using script canvas (it's like UE's blueprints)
Something I want to try eventually is to incrementally port the visual code to C++:
I want to test if "prototype with SC, then port the 'spaghetti' to C++ as 'abstracted nodes'" it's a reasonable workflow
This way (in theory!), the high level behavior could be still be done visually, but the stable underlying implementation done in C++