I wanted the extra challenge and an excuse to learn Rust. This means we need to actually make a server to store this on!
One of the features we wanted to implement in 'Don't Miss the Bell' was the ability for players to view "ghosts" (in-game replays), allowing them to learn from top player's techniques and routes.
It's become pretty apparent that we're going to need a way to keep variables constant between scenes in our game for a variety of purposes. The first things that come to mind are sound/keybind settings, and keeping track of things such as game state such as when the game
A lot has happened since I last posted! I've now implemented a much more aesthetically pleasing main menu, and we have sprites thanks to our artist Emmy! We also continued work on the new movement plan from my last post, and now have a flat level that I've been able
Over the last ~2 weeks, we have completed a prototype for how the movement in the game will feel, and have enough sprites to start representing what the game will look like in a finished state. My main contributions at this point have been towards the menu systems and support
Over the course of the next month, myself and 4 others have been tasked with building a fighting game together. I'm looking forward to having a producer this time to allocate work properly, and avoiding the mistakes I made last time, especially relating to time management. We have a producer,
In our games development module we were tasked with developing a one-button game in groups of two. My main contributions were towards 'mapping' out the music my partner made, creating a way to load 'maps' in-engine, and synchronising the notes displayed on screen with the audio as best as possible.