This was something I had on my idea box for a while, but I managed to implement a custom package system based on Google's Brotli compression. Basically, the game will decompress the game's files once on a safe location and the game would load the decompressed files. Compared to the current builds, the game doesn't have to decompress the files every time it starts up. All I need to make sure is to patch the files when the game is updated.
Maybe, at some point, I could add online updates. But that's a bit of a "pie in the sky" idea.
Next up
Added the option to rebuild the cache. This will clear the cache and then decompress the files from the packages.
While I'm preparing August's Monthly Sync, I'm preparing a Trello board for the game. You can see what I'm working on here. https://trello.com/b/CjFyzH50/immortal-sins-game-development Pardon my dust, while I'm getting this up and running.
It's pretty early, but here's a look at a mob manager, handling the enemies in the game. The code streamlines the programming of the enemies. Hopefully, I can expand it to more useful ways.
Happy #WIPWednesday!
Are you working on a game?
Making some art?
Practicing a song?
Something else?
Tell us in the comments!
Wrote a tool that installs the game's dependencies. That means Northbridge will always use the latest version of the Microsoft Edge WebView2 Runtime.
Happy #WIPWednesday!
Are you working on a game?
Making some art?
Practicing a song?
Something else?
Tell us in the comments!
Done some improvements to the backup system. Even added an icon to let you know that it's working.
A small teaser for the next update.
Happy #WIPWednesday!
Are you working on a game?
Making some art?
Practicing a song?
Something else?
Tell us in the comments!
Waz zis? An overhauled map? Yes. Coming soon.
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