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6 Months of Indie Game Development 

The Simplest Game (YKey Games)
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The last 6 months I have been working on my indie game Twin-Stick Survivors. I'm developing it using my own engine in C++ and OpenGL.
You can wishlist it on Steam: store.steampowered.com/app/30...
Pathfinding Algorithm: www.gameaipro.com/GameAIPro/G...
00:00 Intro
01:03 Past to Present
05:21 Future

Игры

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23 июл 2024

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Комментарии : 20   
@qwerty86381
@qwerty86381 14 дней назад
Nice to see such a big update :D Can't wait for the full game!
@Nate-bd8fg
@Nate-bd8fg 18 дней назад
What would be cool (not to be THAT guy, just spitballing) is a multi-level design, like the one those 3DS Zelda's use. I feel it could add a whole layer (lol) to gameplay and player creativity
@Whhatt
@Whhatt 18 дней назад
Fire
@winkyflex7826
@winkyflex7826 19 дней назад
Hell yeah
@FrippoFripp
@FrippoFripp 20 дней назад
looks like fun💥
@AltamishM
@AltamishM 16 дней назад
Amazing progress! Worried that unless turrets expire, players will just hover near them indefinitely
@ykeygames
@ykeygames 16 дней назад
Thx :) They do actually expire after some time.
@liamaincraft7614
@liamaincraft7614 4 дня назад
Looks really good! Really like the new upgrade system and looking forward to see the permanent ones. Also how the fuck does one make a game with decent graphisms, tons of enemies that only requires 1gRam and a 100Mb graphics card pretty sure a pc like that couldn't even run steam
@ykeygames
@ykeygames 4 дня назад
Thanks :) I'm writing the game in C++, that helps. So far the amount of memory needed is even much less than those numbers. Should this change in the future, I'll adjust them.
@_tringle
@_tringle 18 дней назад
This looks like something i would buy. Will the dev art be changed or is that a deliberate choice?
@ykeygames
@ykeygames 18 дней назад
The general art direction (e.g. simple, readable) is a deliberate choice, but I'm not 100% set on what the final art will be.
@DARK0717
@DARK0717 18 дней назад
reminds me of Geometry Wars lol
@windows4ever4
@windows4ever4 18 дней назад
Super curious as to how many enemies is the limit for performance reasons? And if you do any tricks to simplify collision detection on enemies in large groups?
@ykeygames
@ykeygames 18 дней назад
The current technical limit I set is 5000 enemies. But I could increase that, should I reach it during playtesting. I will probably not go over 10k, because so many enemies don't fit on the screen anyway. I do grid partitioning, so that every enemy only checks those in close proximity to see if they are overlapping.
@windows4ever4
@windows4ever4 18 дней назад
@@ykeygames makes sense - I'm assuming that grid partitioning is to determine which enemies are in the same area? As otherwise calculating the distance each time is costly
@ykeygames
@ykeygames 18 дней назад
Yes
@Illuminat-ve5ue
@Illuminat-ve5ue 18 дней назад
omfg your voice is really nice TwT
@ShaAngFox
@ShaAngFox 20 дней назад
😎first
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