Devlogs I meant to post and one I have to report


So, I haven't been here much, but that doesn't mean I haven't been busy.

Mostly, I've been reworking how to do the maps so that there is better optimization of the world through object pooling, which also would give it that world wrap vibe of old Ultima games.

Not sure, that's actually what I want in the end, but it was what I was working on.

I got a little discouraged when a Unity update broke my UI.   I had to back track a bit, but that's the price of progress and using someone else's engine.

It's also worth noting that this isn't my only project.  I try to keep my projects relatively related to each other, and some of what I want to do with the mapping from this game is make a solid RPG tabletop online replacement.  Think Roll 20, but with better map development and true line of sight, as well as spells like clairvoyance and clairaudience.   

But Unity is abandoning their UNET networking.  And their new networking isn't done yet.  So my Tabletop, Massketball, and Maximum Velocity clone are all on hold indefinitely.  Unless I switch to my own engine or Unreal.   I dont' want to stick with Unity because if they're willing to break their tools without a replacement once, they'd do it again, and that's not worth it to me.

I had to do some soul searching on that, and was leaning towards making my own just so this would never happen again.  But Paper2d looks amazing, and I'm going to mess with it for a bit and see what I can make happen.  I know this feels like one of those projects of "Will this ever get done... really?"  But I will get there.  I'm building it alone in my spare time, so patience is asked for, but not expected.

Thanks for reading!

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It's never easy. Pulling for you! Keep at it. :)