@@ -133,7 +133,7 @@ and try to find a way home!
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The Submariner was made with the [ Macroquad] [ macroquad ] game engine
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and [ hecs] was used as the Entity-Component-System (ECS) data structure.
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- [ _ Click here to play the Submariner in your browser _ ] [ submariner-itch ]
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+ [ Click here to play the Submariner in your browser. ] [ submariner-itch ]
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_ Discussions: [ ldjam.com] [ submariner-ldjam ] _
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@@ -210,15 +210,14 @@ This month:
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![ A demonstration of the Project YAWC map editor] ( project_yawc_map_editor.png )
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- Project YAWC is a turn-based strategy game built in GGEZ, being developed
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- by junkmail.
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+ Project YAWC ( [ Twitter ] ( https://twitter.com/ProjectYawc ) ) is a turn-based
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+ strategy game built in GGEZ, being developed by junkmail.
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April saw the release of Alpha 5, including the integrated map editor, alongside
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balance changes and unit additions.
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- _ Contact:
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- [ Twitter] ( https://twitter.com/ProjectYawc ) ,
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- [ Alpha Access Request Form] ( https://forms.gle/w22ohPGNk58fo9bv6 ) _
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+ An [ alpha access request form] ( https://forms.gle/w22ohPGNk58fo9bv6 ) is available,
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+ if you want to try it out.
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### [ The Process]
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@@ -256,7 +255,7 @@ _Discussions:
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![ Improved text rendering] ( pglowrpg_progress.jpg )
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- [ pGLOWrpg] [ pglowrpg-github ] by [ @Roal_Yr]
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+ pGLOWrpg ( [ GitHub ] [ pglowrpg-github ] , [ Twitter ] [ pglowrpg-twitter ] ) by [ @Roal_Yr]
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is a Procedurally Generated Living Open World RPG,
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a long-term project in development, which aims to be a narrative text-based game
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with maximum portability and accessibility.
@@ -269,8 +268,6 @@ Recent updates include:
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- Text wrap implemented.
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- Fallback modes for text printing implemented.
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- _ Discussions: [ Twitter] [ pglowrpg-twitter ] _
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-
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[ @Roal_Yr ] : https://twitter.com/Roal_Yr
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[ pglowrpg-twitter ] : https://twitter.com/pglowrpg
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[ pglowrpg-github ] : https://github.com/roalyr/pglowrpg
@@ -548,19 +545,14 @@ The demo shown above was coded in a single evening,
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together with sprite sheet loading and sprite animations
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which will be integrated into the engine later.
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- Default 2D renderer renders sprites with auto-batching,
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+ The default 2D renderer renders sprites with auto-batching,
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so all sprites are rendered in single instanced draw call,
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- allowing rendering millions of sprites in one frame.
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-
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- Rendering is done with [ ` sierra ` ] - Vulkan-like graphics API with
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- batteries included.
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-
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- Arcana uses [ ` hecs ` ] as ECS and rolls its own simplistic ` System ` trait
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- to define and run systems, once per frame or with fixed steps.
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-
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- [ ` rapier ` ] physics is integrated for 2D cases, but system is kept opt-in.
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-
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- Stay tuned for updates.
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+ allowing rendering millions of sprites in one frame. Rendering
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+ is done with [ ` sierra ` ] - a Vulkan-like graphics API with
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+ batteries included. The engine also uses [ ` hecs ` ] as its ECS,
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+ and rolls its own simplistic ` System ` trait to define and run
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+ systems, once per frame or with fixed steps. [ ` rapier ` ] physics
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+ is integrated for 2D cases, but this system is kept opt-in.
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[ Arcana ] : https://github.com/zakarumych/arcana
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[ `sierra` ] : https://github.com/zakarumych/sierra
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