Below you will find pages that utilize the taxonomy term “Programming”
Dev Log #4.2 - Map UI & more
Under the hood
I had to write an update before I lose track. We’ve onboarded new team members and improved our workflow and infrastructure, did some UI work, added lighting and textures to the hangar scene, and more.
The hangar
This is a scene where players will spend a lot of time in, and it will load and unload often. This is tricky because lightmaps make loading slower, and not having them makes the device noisy or thermal throttle to compute shadows and GI. I think compressed lightmaps are the way to go here.
Dev Log #1.6 - Development
We have a videogame, I repeat, we have a videogame!
In parallel of the art development, @tracefree and Giiba have been implementing the various gameplay functionality and UI/UX needed to immerse players in the fantasy of managing a shipyard and its fleet. Tracking the quantities of wood, steel, and plastic you have, and the electricity to transform that into ships that can sail freight around the seas.

Giiba worked on planning the event system (storms coming, power outages, etc), but also things like the different sizes of ships, and their inventory grid size.