This Week in Dose Response 2
This Week in Dose Response highlight game changes done in the last week or so. It is inspired by the weekly thread at the roguelikedev subreddit.
(Dose Response is an open-world roguelike where you play an addict)
Mostly engine work this week. The previous SDL experiments uncovered deficiencies in the “engine architecture”. Mostly, the backends were doing way too much work and the game/engine boundary did not work that great. So I’ve tried to clean it up.
- The renderers now only support 2 operations: draw a rectangle or a a portion of the texture map
- Fixed the pure-Rust OpenGL renderer as well as the web backend
- Moved a bunch of code that was previously hidden in the various backends up so it’s available everywhere
Because the backends are now much smaller and everything else (text layout, glyph positioning, screen fade, etc.) is done outside of them, the game finally looks and feels the same on all the backends (rust, sdl, web).
Screenshots
- New game (glitch):
- New game (fixed):
- Help screen (glitch):
- Help screen (fixed):
- Main Menu (glitch):
- Main Menu (fixed):
(that should have been the @
sign but I couldn’t convert that to the opengl texture coordinates easily)