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Ooga Booga Game Devs

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2 contributions to Ooga Booga Game Devs
Community Map + Share a pic of your workspace
The map is in its own dedicated tab up top. Comment below where you're at with a pic of your workspace!
Community Map + Share a pic of your workspace
5 likes • Jul '24
I'm in Southern California
2 likes • Jul '24
@Rexx Larsson That was really enlightening. I'll try it out tomorrow
What I'm doing
Hello! Before joining this community I had begun a project in Odin and Raylib and planned to release it this November, so it kind of fits the timeline of this community. My game is called Trials of Yarbil, Yarbil being an anagram for Raylib. It is a roguelite where the player must go through 3 levels to beat the game. It is similar to the Breath of the Wild master sword trials. Each level consists of multiple floors. Each level will have about 8 levels each ending with a little boss. The player starts with nothing except an elemental movement ability of their choice and must use the environment to their advantage. There will be several weapons the player can pickup and use such as a katana, axe, and daggers, but the combat revolves around using the environment in combination with your movement ability and items you pickup to defeat the enemies. My goal with this environmental combat is to allow the player a lot of flexibility and room for expression in how they play. Currently, I am working on the item system and trying to figure out how to make a universal item system so I can start implementing some of the item interactions. After that I want to work on some environmental elements like exploding barrels and making the health system respond to physics. I hope to release a playtest with the above features in about a month or so. This is what the game currently looks like. Focusing on gameplay over aesthetics
What I'm doing
1 like • Jul '24
@Louis Johnson Odin is great. It's like C, but better in a lot of ways. It's a little harder to learn at first since there's more keywords and concepts than in C, but once you get a hang of it, it's wonderful. Built-in arena allocators practically solve memory management for me, unions are wonderfully implemented with built-in support for switch statements, and structs let you sort of inherit other structs which is tremendously useful for gameplay code. All of this is possible in C, but a bit more clunky since it isn't supported by the languages syntax.
0 likes • Jul '24
@Louis Johnson I was using C for a little bit and then switched over since I wanted to restart the project anyway. But before that I was using Godot
1-2 of 2
Nick Vatanshenas
3
43points to level up
@nick-vatanshenas-6902
I'll finish this later

Active 2d ago
Joined Jul 18, 2024