Bridge of Fate 1.0.1 Development Has Started


In a somewhat shock turn of events, in a matter of days I suddenly went from not wanting to try Bridge of Fate post-development duties to having a feverish energy enabling me to not only start the new development cycle way ahead of my expectations, but get heaps and heaps done in a single day. 

This very done-on-To-Do-list below can be found in the Bridge of Fate code comments since today...

Done as of 2022 Midyear:
        - Make froth pixels actually darken in night mode.
        - Make scaffolding box not be drawn in a badscaled way.
        - Add screenshot saving. Save canvas.
        - Fix resolution saving.
        - Make music volume buttons make their push sound scale with the volume.
        - Make the credits not gaffed by dragging the window around because they move outside of a timestep.
        - Do the same with the ending cutscene even though that doesn't as much matter.
        - Make sure mods don't execute their code in random orders in the update loop.
        - Deal with gap in mod loads.
        - Make sure rar zip files that will be in the mods folder don't crash the game.

I'm kind of tired from the passing of time - NOT from the work I did today, I could do that stuff for ages had biological processes not made me drowsy - so I will leave this devlog at a little bit more and just that.

There are basically two mandatory tasks left. I have to do something that makes modding the ocean better, and then I have to at least try to optimize the game a lot like I said I might succeed in. Then it's all producing entirely new new bonus features that I still believe I am only right to add, and yes, they are basically special features. Like what you'd have on DVD. I think that screen of concept art will in fact be very much appreciated by my future self and therefore people in general.

The resolution saving bug was stupidly easy to fix once I found it. So easy. It turns out I just straight up commented out a line of code that saves the data to the file in there for some reason. I would have been testing  something and then forgot to take the comment sign out again.

Now, knowing this... it's absolutely crazy, because as you might already know, THAT WAS THE BUG THAT MOTIVATED ME TO PUT HEAPS OF TIME INTO MAKING AN UPDATE. And it just got FIXED. I'm a little too scared to think about what might have happened to the importance I placed on making the whole 1.0.1 patch if that bug wasn't there to think about... that. If this bug was fixed a long time ago, the situation I'd be in right now would be more bad. I'm glad I had this incredible frenzied day of big Bridge of Fate progress.

Dealing with game optimization is a considerable heap of scary, but taking into account how much of the issue list I blazed through today in less than 5 hours of a single day-night IRL cycle, I think there's a chance of me solving anything and everything, all before I get tired of how much the development goes on.

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