games: http://marcosd.itch.io
videos: https://www.youtube.com/@puzzlinggamedev
support me:
https://ko-fi.com/marcosd
https://www.patreon.com/puzzlinggamedev
Before, besides serving as toggleable obstacles/bridges, they separated stuck-together crates when closed (left).
Now, they also prevent radioactive crate pairs from exploding, until opened (right).
I love when simple changes allow for new puzzles!
#gamedev
Before, besides serving as toggleable obstacles/bridges, they separated stuck-together crates when closed (left).
Now, they also prevent radioactive crate pairs from exploding, until opened (right).
I love when simple changes allow for new puzzles!
#gamedev
The destructible crates seem to work well with all the weird situations I tested.
Now, to the boring task of translating the new logic into the level generator (which it's made in D, for performance reasons).
#gamedev #godotengine #dlang #procgen
The destructible crates seem to work well with all the weird situations I tested.
Now, to the boring task of translating the new logic into the level generator (which it's made in D, for performance reasons).
#gamedev #godotengine #dlang #procgen