Browsers! Assemble

โณ Time for a break.. ..unless? Overview You can play online, while playing online1 ๐ŸŽฎ. The desktop version can be downloaded on The web version is not yet published as it only runs on Chrome on Linux; on Windows it crashes while loading. [Read More]

Join Me

A dev/ops engineer builds a game ..and a session server ..and a cloudformation stack1 ๐Ÿ”Œ Let’s connect! ๐ŸŒ In brief: Online play now exists, but games go out of sync. Will is now open source I’ll work on WASM support in Amethyst for 6 weeks, then likely have a break from this project. [Read More]

Designing Network Play

๐Ÿ“ก A simple session server is an online hash map. ๐Ÿ—บ๏ธ This post goes through the design process for implementing network play in Will. It’s my first time implementing a networked game, so design improvements certainly can be made. Usage Scenario From players’ perspective, one game client will host a session, and other players join that session. [Read More]

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]


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]