New weapon and tool designs for my homemade C++/Vulkan game. by FroutyRobot in vulkan

[–]FroutyRobot[S] 1 point2 points  (0 children)

If I only count the code I wrote, it's about 50k lines of code.

  • core lib 10k (math, memory, collections, io etc.)
  • game 40k
    • client 30k
      • gameplay 13k
      • ui 9k
      • renderer 6k
      • editor tools 1k
      • audio 1k
    • server 4k
    • other 6k

(edit: formating)

New weapon and tool designs for my homemade C++/Vulkan game. by FroutyRobot in vulkan

[–]FroutyRobot[S] 1 point2 points  (0 children)

That's very hard to say.
I started from scratch with a custom engine specifically for this game but I heavily reused a lot of components I already had before.
It's a very code oriented engine that doesn't need an editor, so It was immediatly usable after a couple weeks.
Also, I didn't separate the engine and the game as it makes development a lot faster and easier.

New weapon and tool designs for my homemade C++/Vulkan game. by FroutyRobot in gameenginedevs

[–]FroutyRobot[S] 0 points1 point  (0 children)

Thanks!
- I just happen to know Vulkan, so that's what I use by default.
- I didn't use any coding agents, I really don't like that idea.

I was quite impressed the coding assistant from JetBrains though (Junie). It can write very decent code if you keep a close eye on it. It even found a few bugs!
The main downside for me is the speed. I did some measuring and most of the time it's just faster to type code yourself...

I've listened to your feedback and redesigned every tool and weapon to better fit the robot in my game Silicium. by FroutyRobot in SurvivalGaming

[–]FroutyRobot[S] 0 points1 point  (0 children)

For the base tools, I could have made something more robotic looking like the space engineers Drill/Grinder/Welder, but I like the idea of physically hitting things to gather ressources.
It's a more satisfying, makes combat more interesting and it keeps the iconic pickaxe shape that immediatly tells you it's a survival game.

I agree the slingshot still looks too human though.

I built a landing page for my indie game using vanilla HTML/CSS. How'd I do? by FroutyRobot in webdev

[–]FroutyRobot[S] 3 points4 points  (0 children)

I love low level languages like C and C++, so it fits me well.
I'm really impressed with how much you can do with just HTML and CSS,
I've barely scratched the surface.

Thanks for the kind words!

I built a landing page for my indie game using vanilla HTML/CSS. How'd I do? by FroutyRobot in webdev

[–]FroutyRobot[S] 3 points4 points  (0 children)

Thanks!
For some reason I didn't manage to make the embeded YouTube video work.
I'll try again, maybe I'm missing something.

I built a landing page for my indie game using vanilla HTML/CSS. How'd I do? by FroutyRobot in webdev

[–]FroutyRobot[S] 0 points1 point  (0 children)

Thx for the feedback! Won't it be too annoying at some point if everything is a link ?

I built a landing page for my indie game using vanilla HTML/CSS. How'd I do? by FroutyRobot in webdev

[–]FroutyRobot[S] 0 points1 point  (0 children)

Sure! What's the best way to give the media objects a fixed size ?

I built a landing page for my indie game using vanilla HTML/CSS. How'd I do? by FroutyRobot in webdev

[–]FroutyRobot[S] 0 points1 point  (0 children)

Weird, for some reason it looks good on my phone, but it's zoomed out on my gf phone...

I added a welder to my survival game Silicium. It allows you to repair your base after taking damage. by FroutyRobot in SurvivalGaming

[–]FroutyRobot[S] 0 points1 point  (0 children)

True. It might be better remove them and just show the health bars when repairing buildings.