Published:
2025-03-11
#gamedev progress on hotel game:
did some further refactoring to rendering function
added room highlighting when building new rooms and selecting bed rooms for new guests
Not sure if I should be proud or embarrassed about this #rust code :D
// mark building tile
if let Some(mut r) = match game.mouse_action {
MouseAction::BuildGrill => Some(Room::new_grill()),
MouseAction::BuildStairs => Some(Room::new_stairs()),
MouseAction::BuildBedroom => Some(Room::new_bed_room()),
MouseAction::BuildCorridor => Some(Room::new_corridor()),
MouseAction::BuildRestaurant => Some(Room::new_restaurant()),
MouseAction::BuildWineCellar => Some(Room::new_wine_cellar()),
_ => None,
} {
// rendering code
}
Published:
2025-02-11
#gamedev progress on hotel game:
further work on sprites in new format
32x32 for characters
48x48 for rooms
added roof to the hotel
shirt and pants color of each guest is now randomized
Published:
2025-01-31
Link: https://www.youtube.com/watch?v=JxI3Eu5DPwE
Great talk about architectures for #gamedev . He also wrote a book about game programming patterns
Published:
2025-01-11
#gamedev progress on unnamed hotel game:
Spent a lot of time trying to streamline the guest AI code. This is something I still can wrap my head around entirely, partially due to #rust , mainly as this is something I never worked on before.
Corridors and doors are now rendered in front of rooms. Rooms are only shown if someone is in them.
Added simple buttons as start of UI.
It's now possible to place new rooms.