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Merge branch 'source' into iolivia/12-tennis-academy
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ozkriff authored Aug 3, 2020
commit 3c6b243cbf17ea43cb5a174e42ddbe1c6a70561b
169 changes: 169 additions & 0 deletions content/posts/newsletter-012/index.md
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Expand Up @@ -62,6 +62,65 @@ If needed, a section can be split into subsections with a "------" delimiter.

## Game Updates

### [Crate Before Attack][cba-site]

[![Golf Club in Crate Before Attack](crate-before-attack.gif)][cba-site]

^ _A new weapon: the Golf Club_

[Crate Before Attack][cba-site] by [koalefant (@CrateAttack)][@CrateAttack]
is a skill-based grappling hook multiplayer game where frogs combat their friends
while navigating the landscape with their sticky tongues.

A summary of July changes:

- Gameplay: added a new melee weapon:
[the Golf Club][cba-youtube-golf-club].
- Maps: added new map [Ruins][cba-youtube-observation]
by [Kesha Astafyev][cba-spoon-tar]
- Animation: added eye tracking, frogs will track the closest danger
with their eyes such as a projectile or a pet.
- Lobby: it is now possible to observe a match after it was started,
added chat, user list with country flags, match details, and map previews.
- Localization: the game comes in three languages now: English, Spanish, Russian.
- Numerous bugfixes and tweaks.

Here is [a Playable Browser build][cba-play].
More details are on [the YouTube channel][cba-youtube]
and in [July Update DevLog-entry][cba-july-update].

[cba-site]: https://cratebeforeattack.com
[cba-july-update]: https://cratebeforeattack.com/posts/20200731-july-update/
[cba-play]: https://cratebeforeattack.com/play
[cba-youtube]: https://youtube.com/channel/UC_xMilPTLuuE5iLs1Ml9zow
[cba-youtube-golf-club]: https://youtu.be/UYxZQh68T6E
[cba-youtube-observation]: https://youtu.be/D63xy7sXStk
[cba-spoon-tar]: https://www.behance.net/spoon_tar
[@CrateAttack]: https://twitter.com/CrateAttack

### [Wonder]

[![Lines drawn with a ball ready to roll down them](wonder-screenshot.png)][Wonder]

[Wonder] ([source code][Wonder-source]) is a casual physics puzzle game by [@kettlecorn]
made for the web with WebAssembly, browser APIs, and no game framework.
The objective is to collect all the stars on each level
by drawing lines for the ball to roll along.

The game was made in 48 hours for the
[Ludum Dare game jam][ludum-dare] that occurred in April.
@kettlecorn recently published an article going into the technical and
creative challenges encountered making the game:
["Making a Game in 48 hours with Rust and WebAssembly"][48-hour-jam].

Wonder can be [played in the browser on itch.io][Wonder].

[Wonder]: https://kettlecorn.itch.io/wonder
[Wonder-source]: https://github.com/kettle11/LD46
[@kettlecorn]: https://twitter.com/kettlecorn
[ludum-dare]: https://ldjam.com
[48-hour-jam]: https://ianjk.com/rust-gamejam/

### [Tennis Academy Dash][tennis-academy-dash]

![gameplay](tennis_academy.gif)
Expand All @@ -80,6 +139,116 @@ This release features:
[tennis-academy-dash]: https://iolivia.itch.io/tennis-academy-dash
[tennis-academy-update]: https://twitter.com/oliviff/status/1285298082033348609

### [Canon Collision][canon-collision]

![Basic Projectiles](canon-collision.png)

[Canon Collision][canon-collision] by [@rukai] is an Undertale + Homestuck
fan-made platform fighter with powerful tools for modding.

This month, he started work on the project again after taking a break.
Notable changes:

- [basic projectiles](https://twitter.com/thisIsRukai/status/1287377878460456963),
- [WIP grab implementation (with some humorous results)](https://www.youtube.com/watch?v=sSrBGpT-Ebs),
- [New animations + attacks](https://www.youtube.com/watch?v=AaPkRSNhoSM)
- and [custom shaders](https://twitter.com/thisIsRukai/status/1279324105125163008).

[canon-collision]:https://canoncollision.com
[@rukai]: https://twitter.com/thisIsRukai

### pGLOWrpg

![Improved river pathfinding, paths respect topography](pglowrpg_12.gif)

The [@pGLOWrpg] (Procedurally Generated Living Open World RPG) is a long-term
project in development by [@Roal_Yr], which aims to be a text-based game with
maximum portability and accessibility and focus on interactions and emergent
narrative.

For the past month(s) the main focus of the development was on the river
generation system in the worldgen. Main features of the river generator are:

- High robustness with most edge cases covered;
- Single-pass with subsequent iterations generation, with numerous options to
tweak the process for either precision of the pattern or speed of generation;
- Rivers are sorted upon intersections, their widths are adjusted, waterfalls
are formed when necessary;
- Inflow and outflow directions are recorded for each cell, which allows to
follow the river upstream or downstream;
- Simple yet effective erosion model implemented, which ensures no upwards flows
are allowed;
- Each stream has its unique ID, which will later be linked to the stream data;
- Streams have 12 orders of magnitude from smallest brooks to major rivers;
- All the options are available to user under "General", "Advanced" and
"Very advanced" sections for any level of fine-tuning;

Further development will involve re-factoring of the code and making it ready
to be published prior to implementing new features. For small dev reports follow
[@pGLOWrpg] on Twitter.

[@Roal_Yr]: https://twitter.com/Roal_Yr
[@pGLOWrpg]: https://twitter.com/pglowrpg

### [Sandbox]

![Sandbox screenshot](sandbox_screenshot.png)

[Sandbox] is a falling sand game by JMS55 that provides a variety of fun
particle types to place, and then you get to watch the resulting interactions!

As they didn't make it in time for last month's newsletter, this month's edition
covers the work they did in June and July:

- Released version 1.0 and 1.1, created a flatpak package and associated metadata,
and published it to [Flathub].
- Several new particles such as Fire, Mirror, Glitch, and some hidden ones,
and tweaked or overhalled almost every other particle!
- A fancy new glow post process effect for Acid/Fire/Electricity,
created using wgpu-rs compute shaders.
- As a precursor to this, they made a PR to the pixels crate that removes the
old RenderPass approach in favor of giving the user direct access to wgpu.
- Made a slick new icon and background for the game.
- Added a video recording feature using gstreamer-rs and x264enc,
and then later removed it (for now).
- Moving from recording the raw texture generated for pixels
to the post-processed texture from wgpu
involved a major overhaul, and it proved too glitchy and slow.
Hopefully it will be revived later, in the form of recording user inputs.
- Many structural improvements, such as less glitchy particle
placement with Bresenham's line algorithm,
better error handling, and ensuring particles
are only ever stored on the heap.
- Performance improvements, including generating noise in a separate thread.
- Currently WIP: UI using imgui.

![Sandbox icon](sandbox_icon.svg)

Got any ideas? Leave an [issue on github][Sandbox], or add it yourself!

[Sandbox]: https://github.com/JMS55/sandbox
[Flathub]: https://flathub.org/apps/details/com.github.jms55.Sandbox

### [Pushin' Boxes][pushin-homepage]

[![Pushin' Boxes gameplay](pushin_boxes_gameplay.gif)][pushin-itch]

[Pushin' Boxes][pushin-homepage] ([itch][pushin-itch])
is a [Sokoban][pushin-sokoban] clone made with [ggez][pushin-ggez] by
[@septum][septum-twitter]. It features 16 levels of puzzling box-pushin' action
where the player controls a little robot (named プシン).
Check out a [blog post][pushin-post] about the game's release.

[The source code is available on GitLab][pushin-repository].

[pushin-homepage]: https://septum.io/games/pushin-boxes
[pushin-itch]: https://septum.itch.io/pushin-boxes
[pushin-sokoban]: https://en.wikipedia.org/wiki/Sokoban
[pushin-post]: https://septum.io/blog/my-first-game
[pushin-ggez]: https://github.com/ggez/ggez
[pushin-repository]: https://gitlab.com/septum___/pushin_boxes
[septum-twitter]: https://twitter.com/septum___

## Learning Material Updates

### [Rust on iOS with SDL2][rust-ios-sdl2-post]
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