Weekly Blog 2 #22
Replies: 4 comments 3 replies
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Really nice update. I like the style you choose for your game. For me it would be quite exciting to get a rough time estimate for your last week. Overall a productive week and i find it very exciting where your game is going. :) |
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Great blog post! I like the way you used screenshots and text explanations to provide insights of your implementation; especially how you explained your performance challenges without too many technical details. |
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Where can I find your SRS draft? |
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The mockup is well made. It is very simple and without any excessive details so it is easy to understand what you want to achieve with this project. Tanina from Team Plapy |
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Hello and welcome to the second edition of our weekly blog for the Underwatch Game. This week (as per usual) we have amazing new news to share.
🌐 Website
We set up a website that should show all the highscores of the players. We built one landing page and one that actually shows the highscores. The pages have just been initialized, but will be filled with content in the near future.
We build an initial mock-up that shows roughly how the website should look.
The color scheme and everything else can change, of course.
🕹️ Underwatch Game
We chose the publicly available Assetpack Pixel_Poem Dungeon Tileset II to be the foundation of the game to be created. It features a very pretty set of sprites which we can use in a Editor such as
Tiled
(more on that later) to create TiledMaps which we can load directly into the Game.As we want Underwatch to be played with decent performance we have to use the GPU and adapt our programming to it. A GPU can work really fast if it has all the data (in our case all images) in the memory stored right on the GPU, however, this only works if we load a single image. Therefore we pack all images into a single giant image and load this into the GPUs memory.
Now we can also use the images we can extract as a
TextureRegion
in order to create an Animation. Luckily we don't have to cycle through theKeyframes
(the images of the animation, like in a thumb cinema) manually and can use a provided feature from thelibGDX
library Documentation.Screen.Recording.2023-10-23.at.14.35.10.mov
📀 Backend
your content here
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