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.
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