this week has had my energy focused almost entirely on getting BITCH HELL ready for v1.0 release on the 31st. i'm so excited for ya'll to play it! it's so much better than the 2022 jam version, and i hope everyone likes it and sees how much effort we put into it. it really is the culmination of all my gamedev skills ive been working on thus far, and we're proud of everything that has gone into it.
...but other than that, here's the other stuff i've been doing this week!
- renamed my Rise of the Triad sourceport to "NetROTT", in hopes of developing it further into a multiplayer-focused port with (hopefully) decent netcode.
- started writing a standalone ROTT dedicated server program using SDL3_net.
- wrote a basic virtual filesystem (VFS) implementation for my prototype game engine. it supports mounting directories, as well as ZIP and PAK files.
- wrote a single gigantic C header full of macros for "transparently" switching between 32-bit fixed-point math or 32-bit floating-point math at compile time.
- toyed with a C++ interface for a basic, embeddable tilemap editor & manager for games like Rise of the Triad, Blake Stone and Wolfenstein 3D.
- pre-emptively wrote a BITCH HELL post mortem document that i will revise and publish after the game is done.
- started porting my "o sweet luna" zine into Decker. no promises that this version will get published, but it's giving me a lot of respect for Decker and all the things people have made with it!
and some TODO items:
- do one last pass over BITCH HELL and see if anything else needs additional sound effects.
- figure out what the heck i'm going to work on when BITCH HELL is out the door!