• pelya
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    476 months ago

    At least you did not start with implementing your own homegrown game engine for your non-existing game.

      • @Cypher
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        66 months ago

        I was worried you stole my idea but you obviously haven’t considered the extensive breeding gameplay loop.

        • @SpaceNoodle
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          56 months ago

          No, I’m constantly thinking about breeding dragons.

      • pelya
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        6 months ago

        More like a cube-based dragon OpenGL rendering library. All the dragons were cubes.

        • @some_designer_dude
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          26 months ago

          I kind of want to play this cube-dragon game. A game that’s funny and well done in every other respect but the visuals sounds amusing.

        • @SpaceNoodle
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          6 months ago

          What, you don’t like cubes? You some sort of anti-cubist?

          • pelya
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            26 months ago

            Cubes are great and render really fast, and you can even have cubes in different colors.

            • @some_designer_dude
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              26 months ago

              If you’ve got the hardware for different colours, sure. Most will see only greyscale cubes.

    • @Buddahriffic
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      46 months ago

      I’ve done this and I enjoyed it. I dunno why, but I love developing frameworks. Ended up writing two mini games for my engine (breakout and curveball) so that it could actually do something, at which point I discovered how difficult accurate collision detection is. Though it was about 20 years ago, I should rewrite the engine for DX12 and Vulcan (it’s DirectX 8 iirc, needs to be more modern) and then see if I can do better with the collision detection.

      Lol I could probably rewrite the games from scratch in Godot and have them finished in a few hours despite only being partially through the beginner’s tutorials, just to give an idea of how basic the engine and games were.

      But it was still pretty fun to make!