Progress report 2026.03.19

Planning and Development

I’m still plugging away at some basic game features.  It’s honestly a little overwhelming to try and decide where to even begin, but I’m just sort of taking things as they come because, at this point, any progress is good progress.  I’ve been tinkering with the visuals of the game, although without a ton of success.  I will eventually need to put some actual thought and effort into the art direction of the game, but for now I’m just sticking stuff on the screen and letting it ride.  I also tweaked some of the battle visuals just so you can see the enemies and the hero a little better.  I created a little 3D grass object and a THREE.InstancedMesh to spawn 20,000 of them into the battle scene and the framerate took essentially no hit, so I’d call that a win.  I initially tried creating an animation in the .glb file but quickly became concerned about performance since I would need a mixer for every single object.  Fortunately, my friend Gemini suggested I create a shader to animate all the little grassies and that worked really well, again with essentially no effect on framerate.  I think I might improve the inventory and character screens and release a new version this weekend, so stay tuned.

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