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Day 17 of #100DaysOfCode ✅ Small but meaningful update to Oblique: 🧱 Tiles now have movement costs 🧮 Pathfinding respects walkability and AP 🎯 Laying the groundwork for terrain-aware movement Eventually, I’ll implement cost-optimized pathfinding across the grid. One step closer. GitHub: github.com/djmartin2019/Obli… #gamedev #indiedev #BuildInPublic #CProgramming #LowLevelGameDev
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Day 15 of #100DaysOfCode ✅ Combat movement now costs Action Points (AP)! 🟡 Added basic AP bar UI 🧮 Movement subtracts AP per tile 🧍‍♂️ Player can’t move if AP = 0 The system is simple for now, but it’s the start of turn-based combat in Oblique. #BuildInPublic #gamedev #indiedev #CProgramming #LowLevelGameDev
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Day 13 of #100DaysOfCode ✅ Today’s update: the pain is real. My A* pathfinding works, but I’m hitting a bug where some tiles aren’t being marked as walkable. Player movement gets blocked—even when the path is valid. Interpolation pathfinding = 😵‍💫 Debugging tomorrow. Wish me luck. #gamedev #indiedev #CProgramming #LowLevelGameDev #devlog GitHub: github.com/djmartin2019/Obli…
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Day 11 of #100DaysOfCode ✅ Started working on pathfinding for Oblique (C engine). Keeping things modular this time. Also trying out better comments™ (yes… I’ll totally update them later 😅) 💡 A* implementation 📦 Isolated from movement logic 📘 Semi-sane documentation How do you balance helpful comments vs noise? #CGameDev #CProgramming #indiegamedev #HandmadeDev #LowLevelGameDev #devlog GitHub: github.com/djmartin2019/Obli…
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Day 10 of #100DaysOfCode ✅ Turns out DSA does come in handy in the wild 😅 I used a BFS-style traversal (queue visited tracking) to calculate movement range on my isometric grid in Oblique. 📦 Input: start tile 🎯 Output: reachable tiles under a max AP cost Screenshot = my new favorite tree 🌱 Have you ever used data structures outside of interviews? #gamedev #CProgramming #indiedev #LowLevelGameDev #DSA
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