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 ArticleDeath 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 ArticleDesigning 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 ArticleMobile-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 ArticleCharacter 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 ArticleTuning 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 ArticleOptimizing 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 ArticleSaving 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 ArticleReplatforming 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 ArticleRaycasting 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
More Pages to Explore .....