Game Development

Blog 848: Fragment v0.04

I’ve done it. I’ve committed to the orthographic camera. There might still be teething issues I’ve missed, but I think it makes the game look a thousand times better so it’s worth the pain. (Feel free to make me eat those words in a year or two if/when I give up and switch back.)

Which means, of course, now is probably a good time to let some real people test the water. I’ve also done a whole heap of other stuff, including rain and bug fixes, so please head on over to itch and give it a go!

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Game Development

Blog 826: Fragment v0.03

Look at me, with my monthly update cadence. How long will it last? As long as there are bugs to fix, I imagine, and it looks like there is still no shortage. When will I get to actually shipping some “new content”, that mythical “rest of the prologue”? Well, I’ve started working on the next couple of levels, but it’s still early days so they’re staying behind the Insert Disc 2 message for now (but I’m sure if you’re a l33t h4X0r you can datamine their skeletons from the archives).

Actually “no new content” is a bit of a lie — I’ve finally implemented the inventory weight limit! Read all about how and why I’m going to frustrate you below (or just head over to Itch and take on the burden for yourself).

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Game Development

Blog 823: Fragment v0.02

Of course Exon: Fragment is full of bugs; I’m only one man and it’s composed of flexible systems that can interact with each other in ways I could never have anticipated. Also people have deliberately been trying to break it rather than just playing it naturally… But hey, that’s exactly why I’ve released this chunk quietly: so I can get all that stuff sorted before launching into the rest of the game.

But what stuff I’ve got to deal with, ooft.

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