{"id":569,"date":"2026-03-19T22:01:04","date_gmt":"2026-03-20T03:01:04","guid":{"rendered":"https:\/\/www.chroniclesoftright.com\/blog\/?p=569"},"modified":"2026-03-19T22:01:04","modified_gmt":"2026-03-20T03:01:04","slug":"progress-report-2026-03-19","status":"publish","type":"post","link":"https:\/\/www.chroniclesoftright.com\/blog\/2026\/03\/19\/progress-report-2026-03-19\/","title":{"rendered":"Progress report 2026.03.19"},"content":{"rendered":"\n<p>I&#8217;m still plugging away at some basic game features.\u00a0 It&#8217;s honestly a little overwhelming to try and decide where to even begin, but I&#8217;m just sort of taking things as they come because, at this point, any progress is good progress.\u00a0 I&#8217;ve been tinkering with the visuals of the game, although without a ton of success.\u00a0 I will eventually need to put some actual thought and effort into the art direction of the game, but for now I&#8217;m just sticking stuff on the screen and letting it ride.\u00a0 I also tweaked some of the battle visuals just so you can see the enemies and the hero a little better.\u00a0 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&#8217;d call that a win.\u00a0 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.\u00a0 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.\u00a0 I think I might improve the inventory and character screens and release a new version this weekend, so stay tuned.<\/p>\n\n\n","protected":false},"excerpt":{"rendered":"<p>I&#8217;m still plugging away at some basic game features.\u00a0 It&#8217;s honestly a little overwhelming to try and decide where to even begin, but I&#8217;m just sort of taking things as they come because, at this point, any progress is good progress.\u00a0 I&#8217;ve been tinkering with the visuals of the game, although without a ton of&hellip;<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3],"tags":[],"class_list":["post-569","post","type-post","status-publish","format-standard","hentry","category-planning-and-development"],"_links":{"self":[{"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/posts\/569","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/comments?post=569"}],"version-history":[{"count":1,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/posts\/569\/revisions"}],"predecessor-version":[{"id":570,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/posts\/569\/revisions\/570"}],"wp:attachment":[{"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/media?parent=569"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/categories?post=569"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/tags?post=569"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}