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Simulating an ENTIRE Ecosystem... | Devlog 4

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SigmoidDev

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!
   • Indie Game Devlogs  


Chapters:
0:00 Intro
0:38 PhysicsBased 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  breeze (royalty free lof...  
massobeats swing |    • massobeats  swing (royalty free funk...  
massobeats lucid |    • massobeats  lucid (royalty free lofi...  
massobeats hillside |    • massobeats  hillside (royalty free l...  


Credits:
All Icons by Freepik on FlatIcon https://www.flaticon.com/
All Gifs from Tenor https://www.tenor.com
Stock Images from:
Pexels https://www.pexels.com/
Vecteezy https://www.vecteezy.com/freephotos/


Software:
Recording: OBS Studio
Editing: CapCut
Engine: Unity
IDE: Visual Studio Code
Theme: Rainglow Rainbow
Pixel Art: Aseprite
Planning: Milanote

posted by imituinnaqw