Been a while since I made a post, haha. I've still been working on stuff. As I usually state, there was a change of plans. This time though, that change of plans has lasted for several months. Back in March I found the language Odin, and it has builtin bindings for Raylib - which is my favorite multimedia library. I've been using that since March until now. Though there was a bit of a mental health break in there somewhere for a good month or so. Anyways, as for games I'm working on - I was working on my dream which I have now dubbed as Project Tyr. Though I think it's a bit out of my skill level at the moment to finish, and it will also take a long time to finish so I decided to put it on hold for now. I have a few ideas for a new game I'll be working on instead that I should be able to finish much quicker. I'll probably make a post on that in the next few days!
So since my last post, I've been learning (very quickly mind you) Phaser. So far I've been working on remaking Type Stellar, an old game of mine I originally made in GameMaker Studio 2. It's coming along nicely. Phaser is pleasant to work with, and I have high hopes that all of this will work out and I'm finish at least R-Type Stellar: Rebirth, which is what I'm calling the remake.
So I've been hard at work working on the stuffz. Well first of all, I will no longer be working on a generic use game engine with Rust. The reason why? Well basically, it's a pain in the ass. :) And there are already engines out there for that. I have come to the realization based on reading stuff on the web, and from a good friend, that this is kind of pointless? No general use engine will be as good as a dedicated engine specific to the game's needs. Besides, using an ECS I will have a lot of reusable code I can just copypasta instead of having some sort of generic lib. So as for the game I was working on, Retrosic II, I have decided I will be finishing it at least to the best my motivation allows me. So far it's going pretty well, but it wasn't initially. Due to Rust's memory model, I was having a hard time figuring out the design architecture of the engine without using an ECS. I initially was going to use ECS, then I decided meh too much overhead for a sim...
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