Code Examples
CREATURE COMBAT ARENA
This tutorial covers creating a prototype battle arena with XML-defined creatures and weapons.
Creatures spawn dynamically with behaviors and visualize health and attacks.
View Code TutorialA STAR PATHFINDING
A* pathfinding creates efficient paths across a node-based grid.
Supports dynamic obstacles and real-time updates.
View Code TutorialSHUFFLEBAG
A weighted randomization system for spawning controlled content.
Ensures variety while preserving frequency rules.
View Code TutorialROOM GENERATION
Procedural grid-based room generation with overlap prevention.
Highly configurable for unique layouts.
View Code TutorialSCREEN SWIPING
Camera movement using swipe and drag input.
Includes free-look and object manipulation.
View Code TutorialUNLOCKABLES
Lockable objects controlled via player preferences.
Includes UI controls for toggling and resetting states.
View Code TutorialCREATURE COMBAT ARENA
This tutorial covers creating a prototype battle arena where multiple characters fight each other using XML-defined stats.
Creatures spawn with different behaviors and visualize health and attacks during combat.
View Code TutorialA STAR PATHFINDING
A* pathfinding generates a path between nodes on a grid using movement cost calculations.
Paths update dynamically and support runtime obstacle placement.
View Code TutorialSHUFFLEBAG
A shuffle bag randomizes content while preserving controlled frequency weighting.
Objects are drawn, reshuffled, and spawned into the game world.
View Code TutorialROOM GENERATION
Procedural room generation fills a grid while preventing overlap.
Adjustable parameters produce unique layouts each run.
View Code TutorialSCREEN SWIPING
Mouse swiping allows camera movement in all directions.
Supports clicking, dragging, and free-look controls.
View Code TutorialUNLOCKABLES
Objects can be locked or unlocked using player preferences.
Includes UI controls to reset or toggle states visually.
View Code Tutorial© Copyright David Phillips Game Producer