Week 2 - Engine rework


Hello! 

This is the second weekly update for Fish RPG. Unfortunately, where last week I was ahead of schedule, now I consider myself behind. I had two goals for this week's milestone: first, prototype mechanics, and second, create models and rig's for the game's major characters. While I did spend some time modeling (Henry the Hermit Crab is the cover image of this post), I didn't prototype any mechanics, nor have I improved meshes and rigs for the other major characters (Princess Sunfish and King Crab).

Instead, I spent my week reworking my engine, Nibble. There were a few motivating factors here:

  1. The old engine is multithreaded, but unstable (at least one race condition still exists). Fixing those concurrency bugs is doable, but challenging (and time-consuming), so I figured reverting back to a single thread was preferable.
  2. The old project had engine + game code combined in a single project. While this approach has benefits, I feel it'll lead to headaches in the future. Having a separate Nibble project should make development of future games more efficient.
  3. The old project was filled with partially-finished, largely-untested features (like networking code and a Souls-style targeting system). I figured that by creating a new engine solution, I could strip away excess while leaving those systems intact (in the old project) for future reference.

Nibble's pretty big, so a large-scale rework (while also adding documentation) takes time. As such, while I don't regret my decision (I enjoy the work and think it'll pay off over the next few months), I've also felt stressed over missing a milestone. I'm working hard to have this new, slimmer version of Nibble up and running ASAP so that I can dive into my next milestone: completing the vertical slice, i.e. reaching alpha for the game.

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