The code I wrote for key binding in LibGDX looks pretty easy to integrate into other codebases – it took about an hour to get it working in Untitled Game, and most of that was fiddling with the options menu – so I thought I’d put it up on my Bitbucket in case anyone wanted to use it.
A few people asked for key rebinding in Untitled Game, so I added that.
(Controls: WASD or arrow keys, Ctrl to fire)
“Untitled Game” is a shmup I started fiddling with about a year ago, then ignored until very recently. Its major inspiration, gameplay-wise, is DemonStar – a game I spent entirely too much time playing on school computers back in the day.
So how do we texture an infinite procedural landscape? There are a number of ways to do it, but I’ve gotten decent results with a technique called vertex painting. As I said in the last post, I’m going for a retro, Daggerfall-inspired aesthetic, so I’m going to be aping the texture styles from the old 3D worlds of the 90’s.
My first (actual, development-process-related) post here is about a procedural landscape made with LibGDX – the eventual goal being a Daggerfall-like RPG set in a vast procedurally-generated world.
I can bore everyone with half-baked lore ideas later, but for now, let’s figure out how this landscape is made. The first thing I want to do is make some mountainous areas, so we have something interesting to look at.
I don’t know what mistakes you made to end up here, but welcome! Every so often I start work on the odd code project, which normally languishes on my HDD or Bitbucket and ends up forgotten. With a dev blog, I’ll make tutorials or posts about specific techniques, to hopefully get some productivity out of them – or maybe just inspiration to continue working on them past the “bare skeleton of a project that doesn’t actually do anything” stage.