I've integrated the placeholder sounds and Candy's music (on the title page only for now), so now the game makes noise.
I also tweaked the combat, vastly reducing the variance in the attack roll, and fixed a few bugs in the process. The combat is feeling more predictable now, but that AI is still kindof a chicken. Need to do something about that heh.
By the way, we are not working on Mac at the moment, due to some complexities with openGL, Mac, and LibGDX*.
*TECHNICAL NOTE: The long and short is that developing on a PC is easy mode. The drivers are all super forgiving and as compatible as possible. So when you take that code anywhere else you suddenly realize how many mistakes you're making that have been silently ignored up til now. On top of that, there is a legit bug in libGDX not actually creating a 3.2 core context. That makes it impossible for me to move forward with Mac compatibility without either: A, fixing a lot of core compat issues with libGDX itself, or B, reverting all my shaders to be compatible with OpenGL 2.1. So I guess I might have to do the latter, if it comes down to it. Hopefully it doesn't, I'd rather move forward targeting 3.2 as my min spec. We shall see.
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