Balleg Devlog Dec 2021 + Year in Review

A test program that’s about 35% complete. It will be a performance test for plain LÖVE draw commands, SpriteBatches and instanced mesh draw calls. EDIT 2 Jan 2022: I think I greatly misunderstood what love.graphics.drawInstanced()…

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…

Balleg Devlog Oct 2021

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…

Balleg Devlog Sept 2021

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…

Balleg Devlog Aug 2021

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…

Balleg Devlog Jul 2021

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 /…

Balleg Devlog Jun 2021

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…

Balleg Devlog May 2021

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)…

Balleg Devlog Apr 2021

  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,…

Balleg Devlog Mar 2021

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…