[SigmoidDev] Simulating an ENTIRE Ecosystem... | Devlog 4
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📃 Оригинальное описание:
Hey again, I’ve returned with another devlog after 4 months! In that time I’ve been working on a custom pathfinding algorithm, complex behaviour trees, and my own task system for the entities in my game. Today I’ll be showcasing the new behaviours as well as the very basic combat system and a few other general improvements I made. Enjoy! 😄
🛠️ Optimization Changelog:
• Moved all sprites to sprite atlases
• Added custom outlines to mostly transparent sprites
• Fixed lighting to only recalculate dynamic lights
• Changed some systems to update on a timer rather than every frame
• Fixed some issues with sprites not batching correctly
• Cached numerous expensive values that were being recalculated
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@sigmoiddev
🎬 Check out the rest of the devlogs!
📖 Chapters:
0:00 - Intro
0:38 - Physics-Based Pathfinding
1:42 - Drawing Animals
2:10 - Designing AI for Games
3:03 - Behaviour Trees & Tasks
4:21 - Debugging & Thought Bubbles
4:59 - Bug Fixing & Optimization
5:42 - Combat
6:21 - Health Bars & Effects
7:25 - Future Plans & Announcement
8:00 - Outro
🎶 Music:
massobeats - breeze |
massobeats - swing |
massobeats - lucid |
massobeats - hillside |
🔗 Credits:
All Icons by Freepik on FlatIcon
All Gifs from Tenor
Stock Images from:
- Pexels
- Vecteezy
📱Software:
Recording: OBS Studio 🎥
Editing: CapCut 🎬
Engine: Unity 🕹️
IDE: Visual Studio Code 💻
Theme: Rainglow - Rainbow 🌈
Pixel Art: Aseprite 🖼️
Planning: Milanote 🗒️
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[SigmoidDev] Simulating an ENTIRE Ecosystem... | Devlog 4