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.
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 is the first part of two dealing with how to handle preloading of SpriteKit game assets in Swift using an OperationQueue with asynchronous Operation objects.