The format So far we've only seen tournaments where Adaptive is the format for the finals, meaning that in all likelihood both decks that reach that final table are exceedingly strong. DecksOfKeyforge.com are running a league to practice for adaptive on their discord server, and I joined in. It's not the exact practice I need … Continue reading Adaptive power disparity
When developing anything it is advised to use a versioning system. At my workplace we use SVN, but I choose to use git for personal projects, and not only because you can store the code on github, it allows for versioning locally, while not connected to the internet. I'm going to teach you the basics … Continue reading Git and unity and google drive oh my!
If game development was my day job, my process would be completely different. Since it is a hobby, my process is very relaxed, and takes a very long time to manifest. And by very long time, I mean years. This means I have quite bit to say about it! In the beginning there were cards … Continue reading Gamedev blog 1: Brewing an idea
Background When searching the web for roguelike unity all you can find is unity's own roguelike2D tutorial. While the tutorial did teach me a few things, and is overall very good, there are a few things that turned me off, and made me look elsewhere for my roguelike development. Most notably is their use of a … Continue reading Roguelike Core – Open source code base for roguelike in unity
I participated in my first Ludum Dare. It was an exhilarating and learning experience. I made a deck building game. You can try it yourself here
The purpose of this tutorial is to add A* pathfinding to Scavengers 2, the Unity 2D roguelike example. The 2D roguelike project is the basis upon which this tutorial is built, and is required to follow through. If you're unfamiliar with the project, you can follow the tutorial. Make sure you have it imported into a project. … Continue reading Adding A* pathfinding to Unity2D roguelike example
I'm going to give a short overview of how pixel perfect collision works, and how I implemented it in Unity using C#. The source files and usage are at the bottom. Overview: Pixel perfect collision assumes that sprites are never rotated. 1. Start with checking if the two rectangles of the sprites are colliding, if … Continue reading Pixel perfect collision in Unity 2D