I have been working on Fracterebus and entirely forgetting to blog about it. This post is a little bit of a catch up.

  • A bunch of work was done to undo the previous attempts to weave versioning through the code since I’d decided to not bother.
  • Changed how timers and counters work to better integrate with how save states are managed.
  • Added serialization logic to support saving and loading save games.
  • Added a framework for unit tests and added bunches of tests.
  • Created the concept of a verify code that can be used to confirm some stats from a completed playthrough of the game.
  • Added several resources for fonts, licenses, credits, and logos.
  • Added a logging system I dubbed “Flogger” for “Fracterebus Logger.”
  • Integrated Godot with Visual Studio instead of Visual Studio Code due to a total failure to integrate unit test systems.
  • Refactored namespaces to match the directory structure of the project.
  • Started designing the first layout of the world data structures.
  • Made a system for showing a series of splash screens.
  • Created a set of “developer art” tiles as a starting point.
  • Failed to learn how signals with with Godot in C# (which seems to be quite different from how they work in GDScript).
  • Created the JSON format for credits.
  • Designed an internationalization system and integrated using it into the credits.
  • Made a system for scrolling credits at whatever speed you like.
  • Arranged the elements in the game into “element quads” that define how they interact.
  • Developed a system for randomly selecting items from a list with assigned weights.
  • Made weighted lists definable using JSON to be loaded dynamically instead of hard coded.
  • Spent a whole day dealing with a catastrophic Windows Update failure.
  • Started over on world structures now that I’ve had a lot more time to plan them.
  • Began work on world generators.

It’s been a busy few months of getting all sorts of things figured out and making progress on various underpinning systems that I need for the game to function.