MVSC code migration! I'm still alive!!


Discord Link: https://discord.gg/CBGrTSYSBw

Hello lovelies! We have little to report, but at the same time a lot to report. Our primary task over the past couple months had been to migrate the Kobold Crawler codebase over into MSVC, which is more widely supported by third parties. In the process, we had to overhaul the bulk of the game's display code to be compatible with modern OpenGL, a painstaking and time consuming task the end goal of which was to leave the game looking pretty much exactly the way it started. But, it succeeded, and as a result of now having access to GLSL like every other program made in the past 2 decades, we have our first tangible benefit to the move:

It doesn't look like it, but a decent amount of math went into making the damage numbers displayed above look the way they do! The gradient can now be recolored freely to create unique color coded damage numbers for each character, and we use Math Magic to ensure the resulting blend of colors will be reasonably beautiful. We will be using this technique and other shader in a number of places throughout the game but this is a neat start!

Our next goal is to make assets for the game's second dungeon: the Vilkas Sewers!. We have made something of a start on the background:

Stay tuned!

Files

demo release 0_1a.7z 103 MB
70 days ago

Get Kobold Crawler (Demo)

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