A starfield with dynamic lights “following” the particles.
During the latest developments I had some problems to resolve that arose also, among other things, thanks to the growing complexity of the project. In particular some of them were:
- Offset of lights when linked to objects,
- Offset of animations when different frames are of different size,
- Growing bloat of the offset management code,
- Input management among the various widgets.
Since the post about particles generated a bit of comments regarding their perceived depth on our twitters (and I dearly thank all who took their time to talk with us, you are great!) I thought it would be nice to explain a few things about how things work in Wizards’ Duel.
But first of all: Wizards’ Duel will definitely have Z-Ordering!
These particles have a Z-Order: they change their “depth” to fly around Exekiel
This post will be a bit more technical than the usual so let’s get started.
At long last I have created a repository on GitHub for Wizards’ Duel! You can find it following this link.
The rule should be “release early, release often“, so this action was long overdue. Now you can take a deeper look at the development of our game and maybe take a laugh at the disorganized and amateurish mess that is my work, yay!
I have started working on the Audio Engine for WD. Developing an audio engine is something completely new for me and, even if I studied it a bit as part of my formation as a game developer, it is not as straightforward as some may think.
As you possibly know there are two types of audio in a videogame: sound effects (SFX) and background musics (BGM). The distinction is not as shallow as some may think because the two usually have different requirements to do their work properly.
Sound Effects vs Background Musics
After the first art overview by Daniele I wanted to share a few technical details about the game:
Programming Language: C# over mono. I find C# a very nice language, less idiosyncratic than Java, more than fast enough for an indie game without millions of objects and particles flying around and very well supported (I would have chosen D if not for the lack of good and complete IDEs).