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Devlog
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Devlog
Day 11 – A mostly finished inkling
July 11, 2019
by
Pejo
#inkling, #amethyst
A few days have passed since my last entry. I've been trying to finish my basic implementation of the Ink dialog markup language and have finally gotten it to a stage where I'm ready to publish it. W...
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Day 7 – Gronking dialogue graphs
July 07, 2019
by
Pejo
#amethyst
These past two days have been spent working on the dialogue parser. Most of it on working out a structure for the data. In essence dialogue trees will always form a graph of nodes and branches. So a f...
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Day 5 – Dialogue systems
July 04, 2019
by
Pejo
#amethyst, #ink
Since I do want to add some actual content into the game soon I spent the day playing around with a dialogue system. My demands are pretty simple: The dialogue should be read from external asset files...
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Day 4 – Revenge on prefabs
July 03, 2019
by
Pejo
Yesterday's attempt at creating characters using the prefab system left me unsatisfied. The main problem was that I could not specify default components or derive them from the input asset files. More...
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Day 3 – Crying with prefabs
July 02, 2019
by
Pejo
#amethyst
My idea of today's work was pretty simple. I had the sprite rendering set up and could move a tile representing the player character. Next step: replacing the tile with the good old '@' glyph to repre...
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Day 2 – Menu creation
July 01, 2019
by
Pejo
#amethyst
The basics of UI – a main menu – has been created. (I'll use this blog to work through my issues and thoughts while learning how to use the Amethyst engine.) Creating a menu forced me to learn tw...
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Day 1 – Joining a jam
June 30, 2019
by
Pejo
I've never made a game. But I've long had stray thoughts about one boiling in my head. They include: Understanding a space is fun This includes working out its rules Lo-fi art is democratizing For thi...
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