I recently released Hypastorm, a casual, twin stick action shooter game I've developed for iOS, tvOS and macOS. It is available on the App Store. And what is going on with LunaX Engine?
Indie Game Development
File structure for game development. When I was starting my first game last year I was looking for this type of information but I couldn't find any good resources. Here's a breakdown of how I organize my game projects.
In this episode I've ironed out the art pipeline to use for LunaX Engine. The pipeline is built around Blender 3D combined with custom generator tools.
In this episode I've implemented collectible items and weapon upgrades. Also I've started to do initial dabbling with Game VFX that will end up in SpriteKit.
The final part how to preload SpriteKit game assets in Swift using an OperationQueue with asynchronous operations and GameplayKit's finite state machine.
In this episode I introduce quite a few new things, including damage and health, game states with GameplayKit and fragment shader with SpriteKit.