Quantcast
Channel: The Botanist Game Blog
Browsing latest articles
Browse All 12 View Live

Rapid Prototyping with Phaser.js, OpenGameArt, and LPC Character Generator

My first week of prototyping The Botanist has been productive and swift! I’ve got basic maps rendering, character sprites walking around, basic input for desktop and mobile, and a decent file structure...

View Article



Death and Killing — Overriding Phaser's kill() Method

This week’s effort was spent on basic battle mechanics (amongst many, many other things). I learned how to use Phaser to kill things and figured out targeting, attacking, and basic speech bubbles. This...

View Article

Designing a Basic RPG Battle System

Other than the story itself, battle is the most important part of The Botanist. Now that I’ve got basic maps and movement working, I decided to spend some time on developing the core of the battle...

View Article

Image may be NSFW.
Clik here to view.

Mobile-Efficient Camera Follow in PhaserJS

I’ve been using PhaserJS for the development of The Botanist. Phaser has been generally great to work with, is rapid to develop on top of, and has excellent performance on desktop. Phaser is also a...

View Article

Image may be NSFW.
Clik here to view.

Character and NPC Dialogue in PhaserJS

All RPGs need good dialogue to support a good story. Dialogue, of course, has a few shapes. The player must be able to interact with NPCs, the NPCs should be able to interact with each other, and there...

View Article


Image may be NSFW.
Clik here to view.

Tuning PhaserJS Performance

Performance is important to The Botanist. I don’t love premature optimization, but it’s important to understand the performance bottlenecks of the game on various platforms and in various browsers from...

View Article

Image may be NSFW.
Clik here to view.

Optimizing PhaserJS for Giant Maps with Lots of Collisions

The Botanist is all about huge maps and lots of environment — especially giant, sprawling forests with tons of trees. Unfortunately, stage loading performance has been terrible for my larger maps, so I...

View Article

Saving and Loading Game State in PhaserJS

Many games require only simple saving and loading functionality. Perhaps all you need to save about a player is what level they’re up to and their high score — in which case you don’t need an article...

View Article


Replatforming to Godot

It’s admittedly been a few years since I’ve touched The Botanist. But now we’re in coronavirus lockdown and I’ve got some free time on my hands.I’m diving back into The Botanist series with a game...

View Article


Image may be NSFW.
Clik here to view.

Raycasting A-Star Pathfinding in Godot

That title is a doozy! Before we start, let me introduce those terms. First, Godot is the game engine I’m using on The Necromancer in the Shadows. Second, A-Star is a pathfinding algorithm commonly...

View Article
Browsing latest articles
Browse All 12 View Live




Latest Images