The first devlog episode documenting the making of Blitloop, a next-gen retro game built with Unity.
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.
In this episode I introduce quite a few new things, including damage and health, game states with GameplayKit and fragment shader with SpriteKit.
In this episode I introduce the first iteration of my shoot'em up bullet pattern engine written in Swift as well as a bunch of Level Editor enhancements.
In this episode the animation component has been improved and can handle more states and orientation. Also a path editor prototyped in Xcode playgrounds is introduced.
This episode is focused on aspect ratio in SpriteKit and my approach to handle the logic to keep the gameplay fair and consistent between devices with different aspect ratios and resolutions, without having to resort to letter boxing.