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2D first I guess...

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So I was aiming for this game to be in 3D...

Turns out that making a 3D game from scratch requires a steep learning curve, even if you already have experience working with 3D in game engines.

Did I give up? No, not really, I just decided to make a 2D version of this game while I keep learning everything I need for the 3D version, the idea is to maintain both versions of the game.

But enough of that, let's see what Weak Wizard is up to:

The first thing I worked was the controls, one thing that always bothered me about many games is that you often only have the developer's preferred way to control the player, so I decided to implement several controls: WASD with movement either relative to the player or the window (the rotation can be handled by keyboard or mouse), and the ARPG approach (aim with the mouse, click to move to a position).

Next was a tile system, SDL does have a tile render function, but it doesn't apply rotations or anything of the sort, so I had to make my own, right now it displays some artifacts at the edges but it'll do for now.

Now you might be wondering: Why would you need to rotate the tiles? It's because this game is top-down, but more than that the mechanics of the game require that the player is able to pause, freely control the camera, and plan ahead.

And so the next thing was to create camera controls that allowed enough freedom: follow/unfollow a target, pan, rotate, and zoom.

And with that I have enough to start creating the actual gameplay (and since I'm focused on this version of the game updates will arrive way more often).

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https://camus.lat/en/50/dev_blog/2d_primero_supongo