The past two weeks have been an absolute whirlwind of engine coding. Can't really talk about any of it, but it's the biggest changeset in a long, long time.
@Qthedude16 Other than currently not supporting controllers, it runs great.
It's a native Linux game and I've tried it (docked, with mouse and keyboard).
Still around. Still grinding on engine guts. Still dealing with burnout from the day job.
Trying to clean up the list of "I'll get to it sometime before release" is slow and I don't end up with much to show for it, but it has to be done.
@swifts4evermore Not as close as I want it to be. Still running into temporary content and limitations in the first few hours of gameplay.
When you can go, say, 8h into the game without bumping into those kinds of problems, then I'll be happy calling it early access.
It's hard work :/
Paperwork season is over, and I've been digging into one of the major crafting systems. It interacts with a part of the world that was barely more than a skeleton before now.
Making good progress. Already have the new recipe handlers working.
Got through the i18n work, at least. Ended up having to divert from world generation to work on some more engine core issues, but that's going okay now too.
@RonPare Not sure. I'm currently focusing on the core technicals instead of game design, with an eye towards making a release possible, but there's still a lot of work to go.
Turns out I'm not much of a project manager. Trying to improve, learning the hard way.
Wrote a major part of the background simulation today. It's been a major hurdle for literally years now, and it's done.
Also improved my build system to directly integrate unit tests.
The water shader isn't ready yet, but I got the lava shader working with the new fluid hull system.
Just a quick screenshot from my dev world, so it's nothing too fancy this time.
@henrycgs_ That's why I'm currently focusing on the technicals, rather than just adding more content. I'd love to be able to do a release, once the engine is nice and solid.
It's only recently that closed playtesting has been successful. Building a game is a lot of work :/
I've been doing what I hope is the last major refactor of the crafting systems.
Going pretty well, except that this time of year has a lot of annoyances (mostly paperwork) that I have to take care of, and it's slowing down dev.
@Algoinde I seem to have mostly come out of this one unscathed.
My early work on the subject paved the way for most of it, I just needed to add a new system for handling complex cases. That's working now :)