I Choose UI

๐Ÿ”ญ Amidst all the possibilities I see you ๐ŸŒ  Once again, the user interface (UI) is improved. Now the available characters and maps are shown during selection, and players’ control buttons are displayed on each screen. The new version can be downloaded on itch. [Read More]

I See The Character In UI

๐Ÿคจ How did you come to be random? โ˜‘๏ธ I had too many choices. This update continues the work on the user interface, with a configuration defined character selection UI, and the beginning of the control settings UI. The new version can be downloaded on itch. [Read More]

That Looks Good On UI

๐Ÿ“‹ “I like the menu.” “Because it lets you choose?” ๐Ÿฅบ “No, because it’s pretty.” This update lays the foundation for better user interfaces (UIs) and menus. What’s new: Animated menus and backgrounds can be defined. Player names can be specified in controller configuration. [Read More]

Dev Time Optimization -- Part 1 (1.9x speedup, 65% less disk usage)

Summary In a 45k LOC / 102-crate workspace, moving tests from member crates into a single workspace_tests crate achieved the following improvements: Build and test duration in release mode reduced from 23 minutes to 13 minutes . Debug artifact disk usage reduced from 20 G to 7 G (65% reduction, fresh build), or 230 G to 50 G (78% reduction, ongoing development) Background The rate of software development is affected by many limits. [Read More]

Focus!

๐Ÿ‘๏ธ Eyes on me. Let’s go. This update contains many improvements to game play and configuration. What’s new: Camera moves to track players, whilst staying within map bounds. Play sounds from object configuration. Spawn any kind of object, on any sequence. [Read More]

Charging Up

๐Ÿ”‹ We’re in for a long ride. Make sure you’re charged up. In this update, characters can now charge up by holding the Attack button: Behind the scenes, (most) sequence transitions based on control input have been made configurable. [Read More]

This Is Lit

Don’t play with fire ๐Ÿ”ฅ This update adds support for spawning energy objects: That is the only apparent change; other significant changes include: Rendering has changed from OpenGL to Vulkan. Early support for teams. Object deletion at the end of a sequence. [Read More]

Into The Wild

โš™๏ธ An automation engineer writes a game ๐Ÿ‘พ ๐ŸŽฎ Nobody plays it. PSA: This update is the first with a public download. Currently it’s pay what you want – there is minimal content, but this will grow over the year. I have also begun a Patreon. [Read More]

Dash

๐Ÿ’Ÿ I can see my life… or, what’s left of it anyway This update brings additional movement sequences, HP bars, and improvements to the underlying engine. Let’s take a look: Whoa what. It almost looks playable ๐Ÿ•น๏ธ1. We’ll go through the updates in the sections below. [Read More]

Reload

How many tests can you do? ๐Ÿ“œ All of them. Throwback to Again, when automated commands first appeared. In this update, asset loading has been rewritten to enable hot-reloads – reloading assets without having to restart the game. In addition, collision tests are partially automated – text input can now be used to emulate control buttons. [Read More]