All of this is, of course, behind the scenes work with absolutely 0 visual impact, so no pretty screenshots to show for it. Maybe something to show in the next few days.
With an eye toward parlaying Accidental v2 into an actual game, I've spent the last several days installing more robust asset and object handling code, using pooling, reference counting, and all the nifty little buzzwords. In short, implementing smarter data handling. I've eliminated a lot of old legacy code from these systems, code written for the original Golem, Golem3D, Golem the Side Scroller, MazeLands the roguelike, ItchyRoids, etc... Asset allocation and loading are now handled centrally, instead of being distributed among scattered systems, resulting in cleaner interface and less likelihood of bad code resulting in leaks and bloat.
All of this is, of course, behind the scenes work with absolutely 0 visual impact, so no pretty screenshots to show for it. Maybe something to show in the next few days.
All of this is, of course, behind the scenes work with absolutely 0 visual impact, so no pretty screenshots to show for it. Maybe something to show in the next few days.
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