GameDev Challenges - January 2018 (Missile Command)

posted in A Hobbyist Tale
Published December 12, 2017
C# 2D
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LightningCommandScreen.jpg

This challenge was a good run because of

  • Implementing coroutine with IEnumerator and yield return
  • Simple Dictionary based texture manager
  • Basic Particle Engine
  • Ripped GameStateMachine from previous monogame project (joust)
  • had fun making flare particles
  • Did I mention, it's not cool unless it has lightning bolts
  • browsed current scifi google images...nice...inspired.

Source : MarkK_LightningCommand.zip

 

 

2 likes 5 comments

Comments

lilington

Good job so far, You have time to improve it again if you want.

December 12, 2017 11:32 AM
Choo Wagga Choo Choo

I'm going after fast iteration. I've already ripped out the parts I like, made asset loading/access consistant in code( texture, sound and font), bumped up ease of input usage and rewrote the state manager to be stacked based similar to my C++ approach. In short, preparing my framework for the next challenge. C#/monogame kicks tail.

December 13, 2017 04:05 PM
lilington

haha,  great, I think you could add more stuff that was not in the original version.

I am just hardcoding without thinking about next challenge. Not sure I will have time for challenges.

December 14, 2017 11:59 AM
Awoken

looks awesome

December 18, 2017 01:38 AM
Choo Wagga Choo Choo

Lightning is an interesting special effect. Particle implementations are always satisfying. This was a fun one.

December 19, 2017 04:19 AM
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