This Week in Dose Response highlights game changes done in the last week or so. It is inspired by the weekly thread at the roguelikedev subreddit.
(Dose Response is a small open-world roguelike where you play an addict)
This is our first beta release \o/.
Changes this week:
Finally fixed the screen scrolling glitch
This has been a long-standing bug that was driving me nuts: when the camera re-centres on the player, there was this weird flickering glitch that I just could not figure out.
Well now I did \o/. Turns out, instead of having a single camera position, I was setting a custom offset to each rendered tile and the offset was not being set on some of them.
Since that was the last bug that really needed fixing for this to be releasable, this is the beta :-).
Fixed the winit backend look on Linux under Wayland
In addition to the default SDL rendering backend, we ship another one based on Winit and Glium -- a pure Rust backend. This should make it easier for people who want to build the code themselves.
Well, on Linux with Wayland (the newer um... desktop compositor or something? It replaces X11 basically), it tried to guess the desired window size (rather than using what the game tells it to)
Plus the fullscreen was still showing window decorations (the title bar, minimise & maximise buttons, etc.) and now it should be correct.
So I've created an itch.io page as well as a website for this and any potential future gamedev projects. They both... um... need some work :-).
I'll probably also want to create a company for tax purposes -- I don't expect to actually make any money selling Dose Response, but I wouldn't want to deprive my country of their fair share of the five dollars or whatever if my mum buys it.
Plus it'll be a useful exercise if I ever go freelance and/or fulltime gamedev (not very likely). And who knows, some day the team may have more than one person so having an actual studio might be nice. Also, this is probably a massive exercise in overthinking, I'm aware.