Balleg Devlog Nov 2021
😮 Some brief footage. No new content to show this month. I took some time to reflect on the state of the project, and ended up making a lot of cuts to the engine and…
😮 Some brief footage. No new content to show this month. I took some time to reflect on the state of the project, and ended up making a lot of cuts to the engine and…
This month’s prototype level. Some gameplay footage for the month. October Summary: Added a player ‘above-screen’ indicator Cleaned up ‘extra health’ item, added ‘extra life’ item Split ‘proto_e’ into submaps and added it…
Flying limb sprites, appearing only when the player gets a game over. Here’s the September gameplay footage. Like with August, there’s nothing terribly interesting to show this month. I spent most of it fixing…
Firing a shot from within a tunnel. Here’s some footage. I spent a good chunk of this month catching up on bugs, so I don’t have much to show this time. August Summary: Worked…
A new design for the ‘bot’ enemies, and a new fire-jet projectile. Some gameplay footage. July Summary: Redesigned the ‘bot’ enemies to differentiate them from the player Added new enemies and drew /…
A bit from the fourth prototype level. I posted some gameplay footage here. June Summary: Cleaned up the codebase, deleting features that weren’t in use Revisited actor state management, replacing the clunky and almost…
Getting some non-Balleg stuff out of the way: I converted Fog Machine and Task Blog from WordPress instances to static HTML pages. They look bad on mobile (or on desktop with a narrow browser window)…
Troubleshooting a function that returns the smallest angle difference between two planes. I finished the conversion from floating point coordinates to a pseudo fixed-point form, where every pixel contains 4096×4096 discrete positions. Finally,…
Some floor and obstacle types now support custom surface arrays with linear interpolation. This month, I finished a teardown and rewrite of the collision and platforming systems that I started in February. I committed…
Testing actor-based obstacles with slope support. I started the month on track, but then went on a long detour to implement more platforming and collision subsystems and make improvements to the build system. On…