This is the second part of this postmortem. Catch up on the first part here.
Sunday morning: controls and gameplay
We have fire, we have buckets of water, we can get the buckets to the fire… now what? Throw ’em, of course! So if a peep in state
PASSING sees that its
destination cell is not …
Game development can be a pain sometimes. Remember my writings on threading last week? This week has been more of the same kind of stuff: engine improvements, code cleanups, bugfixes, and only some small new features that are actually visible.
Did I say visible? I meant “audible”. The …