#7: Back at the workstation
Resuming development after two weeks away from the computer.
Read more →Progress on Vaelund, one week at a time.
Resuming development after two weeks away from the computer.
Read more →Added procedural player animations to reduce asset load, re-evaluated world editor tools, used RenderDoc for performance optimization, and refined combat with the "Chief" mini-boss.
Read more →Reduced server tick rate from 20Hz to 10Hz, centralized entity position tracking, replaced wandering pathfinding with hardcoded patrol paths, and fixed a pile of combat and UI bugs.
Read more →Reorganized the codebase into gameplay domains, built an asset editor for layered sprites, and continued building out the UI.
Read more →Split the server code into focused modules and reduced draw calls from 350 to 5.
Read more →Deleted the old client, wrote a new one from scratch, moved UDP to TCP, and got a staging server up for playtesting.
Read more →We kept the server architecture modular. We designed the network to scale to 1000 players with low network load. We built a CLI for scripted testing.
Read more →