Snake with apple animated gif3/7/2024 ![]() So, this is a grid based game and I wanted all of the tiles to be touching each other and I wanted to ensure there would be no overlap or cracks between tiles. This was fixed simply by better handling how I was checking for new input. This was making the game feel incredibly unresponsive and unpredictable. This made it so that the second input (which was now the first) was not doing anything. To add to this, in snake, you can’t move in the direction you are already moving, nor can you do a 180 and flip around on a single tile. Well, I realized that I had made some bugs in my code and it was actually only keeping two of the inputs and if I put in any more than that, it was kicking out the first one. I never thought that this prototype felt good to control, which was odd because I specifically had created an input buffer to manage inputs to make sure it felt responsive and like it was listening to me. One of the key factors that makes a game fun, especially a game about precise movement and timing, is that it FEELS good. If only I had infinite time and no sleep requirements and who knows where this project could be! As always, I wasn’t able to work on the game as much as I had wanted this month, I probably worked no more than 10 hours in the last month getting it into its current form. Also, as I just said, this game is currently unnamed, so if anyone has a name idea, I am all ears! This last month we primarily worked on the following things: Fixing movement bugs, creating a level creation tool, creating Tiles of varying types as well as a tile manager, Enemies, and getting the first original art into the game. ![]() I will quickly sum up the things we accomplished and then go into greater detail about it later. Hello everyone! Welcome to the second devlog for the unnamed snake game Kelly and I have been working on.
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