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Devlog 24.7.1

Rogue Souls
A downloadable game

This is a small post which will (hopefully) precede a longer, more detailed update in the near future.

After some time away to grieve for projects past, projects failed, etc., I've returned to work on Rogue Souls. Thursday I accomplished a massive refactor & architectural overhaul that resulted in slashing a little over 80% of the code base (70 objects down from 400).

The application is leaner, meaner, and easier to maintain.

The focus of the refactor was twofold:

  1. Remove singletons and establish a clear application structure.
  2. Remove extraneous code that didn't contribute directly to what was already working (i.e. model & gui).

Last year I spent approximately 6 months out of the year updating the application model, learning about and developing the build & deployment infrastructure, and building a proof-of-concept voxel engine. The other 6 months was a crash course in UI frameworks & design, plus implementing gamepad support.

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