Week 24 Update


This last week has been focused primarily on development and bugfixes.

Build & Deployment:

  • Updated repo on Github, pushed release to Itch.io.
  • Cleaned up some things in Gradle, started investigating Docker plugins for Gradle for deploying to different operating systems.

Development:

  • Focused on porting and refactoring code for the voxel engine. It was "left behind" during the migration to the new folder bc I hadn't touched the code in a month or two while I rewrote the grid views & screens in 3d. Additionally, there's quite a bit of old, bad, or dead code in the "world screen" used for exploration, and I want to clean it up prior to release. Looking at End-of-Week or the middle of next week for the next pre-alpha release to Itch.

Influence:

  • Finished the first season of The Last Kingdom. Still enjoying it, looking forward to season 2.
  • Still playing Borderlands 3, kinda balking at how long this one handgun I have has persisted in usefulness for nearly 10 levels. IIRC, it's an orange, shock-elemental Tediore called the "Babymaker" or something like that. It deals so much damage and it spawns 3 flying, shooting guns after I throw it (and it explodes), that I've had to FORCE myself to use different weapons periodically just to change things up. Sometimes I use a Vladof, corrosive-element machine gun and sometimes I use a Jakobs, fire-element shotgun. I don't use any weapons below "orange" rarity bc they just can't keep up. Orange weapons are just... "too good."

Marketing

  • Spoke with Don several times this week. He's iterated on the website while I've been working on development. We're honing in on the "Minimum Viable Product" for Alpha release. I revisited the idea of a Kickstarter campaign, and we talked about marketing & development goals for the next few months.
  • Picked up about 70 new followers on Twitter this week.

Files

rogue-souls-win-pre-alpha.zip 68 MB
Version 2023.22 Jun 12, 2023
rogue-souls-win-pre-alpha.zip 68 MB
Version 2023.22 Jun 12, 2023

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