raylib Gamedev in C and Lua: Separating Actions In Time via Lock-Step Sequencing
Alright, now things are starting to cook up...but first we have this tiny little mountain to overcome called "time".
Previously, we've been rendering every entity turn individually, but they appear to be drawn all at the same time. We need a mechanism to separate these actions so they each fully animate individually, one-at-a-time.
I talk about these concepts as well as implement and demonstrate the concept in action. The entire gameplay mechanic is centered around how this is supposed to work, and we are super close to being done with this critical aspect.
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