Tech complete!


Decided last September to only do the needed tech points in the TODO list and spend the rest of the year trying to complete them all. In November it was clear there was not enough time, so decided to use January of 2023 as well to get it done, and lo and behold! On the last day of January I realized the list was actually empty.


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Cool, so what have you done exactly?

Glad you asked. Let's have a look.


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Commits on GitHub.


Committed updates to the project every week day, unfortunately also at times during weekends. That's naughty and should not occur, important to not overdo it.


List of cool stuff added

  • Scripts and setup to make native builds for Windows, Linux & Mac using Electron.
  • Scripts and setup to make native builds for Android & iOS using Capacitor.
  • Scripts and setup to include Steamworks support and do pushes to Steam.
  • Gamepad support using the minimal wrapper @suchipi/game-controller. Added in-game configuration and menu navigation.
  • Multiplayer hotseat support. Assign multiple players to the keyboard or gamepads.
  • Full in-game configuration for all game settings, including effects, audio, screen and input methods.
  • Extended GUI to create windows and helpers to easily populate them.
  • Preloading of levels and in-between scenes to show statistics/story.
  • Upgrading to PixiJS 7.0.
  • Switched development environment to Vite. Re-worked hot reloading while at it, simplifying and enjoying super fast live updates while doing code and asset changes.
  • Tweening using Fatina. Extended to create groups of objects to tween, with random values, using % as value and clipping to keep values within min/max values.
  • Lights. Static, dynamic and with, or without, color. Combine with tweening to create effects such as the light from a burning fire or a flickering light.
  • Positional audio using howler.js. Add sounds to a static position in the world, move it around or simply attach it to another object.
  • Extended support for using Tiled, all of the above can be configured and setup for objects using Tiled.

And more...


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All layers visible in Tiled editor makes it a headache.


What now?

Onto making A Ruthless World! During the fall there has also been some time to plan and do design for the actual game. The first goal is to have a first version ready before the summer and then continue development for the rest of the year. In addition to making a single player platform puzzler, I hope to also make use of the added hotseat multiplayer support and make some versus and/or co-op levels.


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