Tools Down!


Once again, a dead run for the finish.

However, this time, I had a working game up well before the deadline. I even submitted several hours early! Even so, I have a whole list of extra things I wanted to do...

I had a couple of showstopping moments today, where I wasn't sure I'd be able to get something functioning in before the deadline. The first was when I uploaded my package to itch and discovered it couldn't find the local three.js resources. The MDN JavaScript documentation was very helpful in resolving that heart attack.

The second was when I was trying to figure out how to restructure stuff so that I could have title and finish screens (or "scenes", if you prefer). I was sure I was going to break the camera rig. Fortunately, I was able to isolate everything (enough).

The last was when I was confronted with a mysterious recursive error. Classic memory leak behaviour -- game would run for a while, then randomly stop as the browser tab got overwhelmed. I wasn't even sure how I was going to be able to troubleshoot it, but then something gave me the idea to look into my cull system. Turned out I had a method that was calling a cull while inside a cull while inside... Well, you get the idea.

But otherwise, I got a HUGE amount done today (all glory to my partner for letting me focus on it...) -- independent particle systems, message display, a scene system, interface panels and tons of bugfixes (NKI's now observe minimum spacing, proper shuffling of the messages so they're fresh and so on).

Oh, music and sound effects (well, sound _effect_). They add a lot to the feel of the game!

There's more I could say, but I am really tired. Hope you enjoy the game!

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