Development Update #1
Hello everyone that actually reads these devlogs. Recently I spent some time looking at different development technologies and discovered the wonderful thing that is Unity's prototype Entity-Component-System infrastructre. Since I'm still fairly early in the project, except for getting water and bouyancy working..., I decided to refactor the code and rebuild the game in an ECS format as it presents designing for performance at its core. This appeals to me because my vision for the project could benefit massively from natively performant code.
With the change to the code design, I'm essentially needing to relearn code design practices which has been a process but I'm pleased to say that ECS design is becoming significantly easier to wrap my head around and relate it to Object Oriented Code. I still have some ways to go but I sincerely believe that I can relearn my code design methodolgies and accomplish a working Village Demo by October 17, 2019.
Thank you all for reading and I hope that I'll do better at giving a weekly update instead of a somewhat weekly update... life and stuff tends to prevent truly weekly updates. Also next update I hope to say that I have the ECS implementations of each member of the village finished or only a day or two from finished.
I doubt it gets read but feel free to comment on these logs. I'll try to keep an eye on them to engage.
Village Pillage
A game about gathering a raiding party, ship(s), and praying to the right Deities to pillage a far off village
Status | In development |
Author | Humanphyti |
Genre | Adventure |
Tags | Procedural Generation, Turn-Based Combat |
Languages | English |
More posts
- Introductions and plans for the next monthSep 16, 2019
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