Nuclear Voxathrone : prototyping a clone

Hello there. First blog post of 2019, feeling like writing again. This time in english. I’m progressively moving from my native tongue for the lingua franca for multiple reasons -the main one being the desire to hone that skill- and what better subject I could start this year than talking a new project, right, right? A tale of royalties of barren territories Nuclear Throne is among my favorite games. It’s a quick’n’dirty twin-stick shooter in a post-apocalyptical setting where a ragtag band of mutants fight climate and hordes for the long desired and mysterious Nuclear Throne. It has lots of elements from roguelikes, making it a roguelite1 such as permadeath, random level generation and item/loot distribution. It’s a game mostly about guns, guns that spits fire, guns that launches other guns2, guns that shoots bouncing bullets… but also explosives or melee weapons (my favorite, it’s a real pleasure to play Ganonball with every enemy). …

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Writing an ECS engine from scratch

(Note : Désolé pour les francophones, ce billet a pour objectif premier d’être sur un autre site, en anglais.) Entity Component System is an interesting pattern. Instead of thinking a game entity as having data and logic, an ECS pushes you to move instead separate logic from data. Think as logic as a factory processing some raw material to craft an object. There are a lot of writing about ECS theory and conception, from vague explanation to explain the reasons behind storing entities in contiguous memory (we’ll get to that term later). This is not intented to be a trustable reference but just some log and notes from someone who tried from vague explanations found on Internet to build a full ECS system in Lua for initially Love2D. …