Week 29 Update
Rogue Souls » Devlog
TL;DR Added framework for gamepad support, began integrating controller support with libGDX Scene Graph (User Interface).
Build & Deployment:
Development:
- Added basic controller support & verified connections on multiple gamepads (Logitech, TTX Tech). I researched several different controller-gamepad support libraries, and I picked one called SDL2GDX because it supports hot-plugging (i.e. when you connect a controller after the game has initialized). I haven't tested hot-plugging, pending implementation of UI.
Design:
- Updated design docs for Actions based on gamepad support.
- Updated design docs for character classes, continued integrating designs which I had thought lost from the end of last year. Turns out I did more work than I thought, there's a lot to synthesize here.
Influence:
- I haven't watched or played much this last week, but I did pick Don up from the airport Wednesday night. Dropped him off at the airport Saturday night. Good times were had.
- We ate some food, watched some movies, and caught up on like, the last 10 years. Not a lot of time to play games or get into the nitty-gritty of fundraising goals, as it turns out 10 years is a lot of time to account. Who'd have thought?
- One thing we were able to do was talk about a few of the more abstract components going into the game's design: the approach to race & species, religion & belief, and death & afterlife mechanics. We also talked about the core "game loop" and how it's composed of like, "concentric game loops."
Marketing:
- Twitter rebranded to X. I gained maybe 10 followers but this feels like the beginning of the end. Or the end of the end, depending on your perspective. Still on the waitlist for Bluesky. Le sigh.
Rogue Souls
Open-world Roguelike space trading game.
Status | In development |
Author | Tanys Foster |
Genre | Role Playing |
Tags | Open World, Space, Trading |
Languages | English |
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