This is a different post compared to my usual updates about game development and my misadventures with technology. This post is an essay on why I consider Half-Life (specifically, Half-Life 1) to be a Metroidvania game. Firstly, what is a Metroidvania? Well, if we consult the Wikipedia page for the subgenre, we can see that it's a portmanteau of Metroid and Castlevania. When the page lists the characteristics of this kind of game, the first aspect mentioned is its 2D sidescrolling gameplay. This rules out the possibility of Half-Life being a Metroidvania, right? Well, Metroid does have the Prime trilogy which brings the franchise and its iconic gameplay to the third dimension. Castlevania, while it doesn't have any official 3D games, does have a fanmade Doom mod that throws the franchise into 3D, adhering of course to the limitations of id tech 1. The conversion of Metroid and Castlevania into 3D retains their iconic gameplay mechanics and thus, I believe 3D games shouldn...
I compiled and ran my first Java window today. Nothing special, just a black screen, but I must say... I'm really proud of myself. I'm familiarizing myself with Java and Eclipse, which isn't the most difficult thing to do considering I've dabbled in Python and Javascript prior to picking up Java. Eclipse has probably been the best IDE I've used so far, I greatly prefer it to Visual Studio Code and I even prefer it to IDLE, which was my IDE of choice when I was developing in Python using the Pygame module. I've created six Java classes so far and I love the way they're organized in Eclipse. It was a little intimidating at first, sure, but when I got over it... I really got over it. Before I retire to my quarters for the night, I'd like to also mention the recent leak of Windows 11, which is something that greatly surprised me, although it's also something I think is long overdue. I don't think continuously updating one Windows forever and ever is...
I wiped out while biking today, causing a glazed elbow, a scratched leg, a sore hip, and a busted thumb. That didn't stop me from making progress on Cambria, though. With the help of my colleague, I was able to get a start on the actual town of Cambria itself as well as improve the melee combat introduced in the last update. The aforementioned combat still needs work, but it's already a lot better. I'll be revamping the chaotic medic NPC to something a lot more calm and collected than the little fiend you see running around level 4. I'm considering building a navmesh and time-based schedule for the medic similar to what you see in Stardew Valley, but that may prove to be very difficult. The update will release once I've completed the first draft of the town and its people, polished up the combat, and added what I like to call tileswitch blocks. It's a simple feature, but it can go a long way. These are tiles that start off as one thing (for example, a block) an...
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