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Honestly I'm open to more ideas! If there is a better way to do things, why not?
#indieDev #gameDev #devlog #gamedevlog #brickotori #log
Honestly I'm open to more ideas! If there is a better way to do things, why not?
#indieDev #gameDev #devlog #gamedevlog #brickotori #log
A bit hard to explain with words lol.
A bit hard to explain with words lol.
Since my bricks are already using a shader, I needed to combine all of this with that shader. And because it was not a shaderGraph, everything needed to be done using shader code, particularly hlsl.
Which I didn't know before lol.
Since my bricks are already using a shader, I needed to combine all of this with that shader. And because it was not a shaderGraph, everything needed to be done using shader code, particularly hlsl.
Which I didn't know before lol.
All pixels within the minimum and maximum area gets their alpha blended between 1 and 0. Leaving 1 for those outside the max area, and 0 for those below the min.
All pixels within the minimum and maximum area gets their alpha blended between 1 and 0. Leaving 1 for those outside the max area, and 0 for those below the min.
As well we need to have a minimum area, which means at which distance the pixels will have 0 alpha.
As well we need to have a minimum area, which means at which distance the pixels will have 0 alpha.
On the shader I did a bit of math magic to translate those world coordinates (position and size) to the screen coordinates (Now that I am thinking about it I might move that to C# 🤔)
On the shader I did a bit of math magic to translate those world coordinates (position and size) to the screen coordinates (Now that I am thinking about it I might move that to C# 🤔)
Through C# and a simple collisions I get the bricks between the player and the camera. Group them by closest player, Filter them by height (so, ignoring those below the player)
Through C# and a simple collisions I get the bricks between the player and the camera. Group them by closest player, Filter them by height (so, ignoring those below the player)
Problem 8:
- What about performance? Maybe we have a great idea, but if it is too complex or heavy we wouldn't be able to implement it...
And I'm pretty sure I'm forgetting more considerations... but let's go to my experimental approach
Problem 8:
- What about performance? Maybe we have a great idea, but if it is too complex or heavy we wouldn't be able to implement it...
And I'm pretty sure I'm forgetting more considerations... but let's go to my experimental approach
- Multiplayer. Well, having split-screen local-coop brings a whole set of problems.
Should all players see each other with the see-through effect?
If yes, what if the effect on player 1 annoys player 2?
What happen if two players are close to each other? Should they be able to hide?
- Multiplayer. Well, having split-screen local-coop brings a whole set of problems.
Should all players see each other with the see-through effect?
If yes, what if the effect on player 1 annoys player 2?
What happen if two players are close to each other? Should they be able to hide?
- Animations, maybe?. When changing the selected brick, an animation is played on them that affects their scale. This is not really a problem, but a matter of taste?
If we abruptly change the size of the see-through window, then it looks abrupt. Which doesn't feel "right".
- Animations, maybe?. When changing the selected brick, an animation is played on them that affects their scale. This is not really a problem, but a matter of taste?
If we abruptly change the size of the see-through window, then it looks abrupt. Which doesn't feel "right".