Development Log

I hear people call them blogs nowadays.

asynchronous struggle

been struggling… all week, really trying to get the procedurally generated map to load without the huge hiccup i am currently experiencing almost 20k milliseconds of hiccup, to give a better idea of magnitude here currently doing builds and trying to get more friendly with the profiler.

More

shader improvements, anyone? reflections maybe? some fresnel, perhaps?

totally off course, but what the hey; perfect example of why i’ll probably never finish the game. maybe i needed a break from the regiment, a slight deviation from the plan.

More

further refinement

hard day today started out fixing a few trickle down effect issues from restructuring I’ve inadvertently been going through this week. also shortened the tutorial further, trying to make it more concise removed the command character, thought maybe I’d save him for the appearance of the first live enemies seemed overly complex to stop the spawn loop on player death

More

decoupling and dependency reduction

spent this entire week reworking the overall layout of my UI. i am really not sure if this new approach is more performant, but after taking the holiday break and looking at the structure of my project with new eyes, it feels like a more organized way of doing things (see subject).

More