Published : September 27, 2023
Hey hey, small post once again to tell you how development is going on my end! This bulletin talks about the work done, in progress, and in the future.
Little section to start out with some subjects that were open:
Prolly should find a better name if you have an idea, previous one was Castagne Data lol.
The system took a nice form in the end and is integrated into the editor. Here are the capacities:
This is a really nice addition! It fills up a use that was only able to be filled in a complex way before, and by enshrining it like this it becomes a lot easier to edit was were already present engine features. I've noticed users can miss some of the features pretty easily (and have trouble extending variables blocks), and sometimes editing can be a lot of trial and error.
Let's take movement as an example: before you had to do plenty of small adjustments and feel out the ideas. You had to look for variables and edit them across a few variables blocks. Now:
You got all the variables exposed in categories logically, and see what editing them does before recompiling the engine. Nothing changed on the backend, for this it's just a lot easier to use and no variables are lost.
This is a simple implementation, since Godot 4 had made some improvements on it. It's mostly going to be a flexible base that will be built upon in future updates. It's in two parts, plus some UX.
Music will be set through a Castagne config menu. It will include support for intros and looping. In the (nearish) future, you will be able to use those same settings for menus and the like. Playback methods may be overwritten for more dynamic music, but considering the needs there it probably won't be expanded upon until v0.7 (godot 4).
SFX will instead be set through specblocks. While this implementation will be simple, the idea is to keep the callbacks flexible once again so that you may include all the fancy sound manipulation you need. This is accompanied by the
SoundParam function that can, well, set arbitrary parameters to be passed to the callbacks.
As you can see it's mostly a base. Sound is one of the domains that's really important in fighting games, but it also needs special attention in rollback. Because Godot 3's version is pretty simple afaik, I prefer keeping a generic interface until we go to Godot 4 and figure out a more featured and stable version. This base should be able to stand until then (and most likely after, since I'm keeping standard middlewares in mind) and be built upon if you need functionality faster.
The current update cycle is a bit hard to keep up with on my end, with releasing a build taking around an hour or more. Plus, it's annoying for you to update by going on the website.
If I want to open up contributions, this needs to be reflected upon to go faster, so that means I have to finally figure out the updater proper. This is a good opportunity to also store some of the "packaging" of Castagne, to avoid some easy pitfalls. This may need a few iterations since it's OS dependent.
There are also a lot of pitfalls, like a recurring bug that can happen every time we add a new asset to the engine that will just make it bug when launched directly (cause is known, solution is known but prone to human error). There's also version numbers everywhere that don't get updated. All in all, this means a fair bit of tedious work that I want to automate as much as possible so that people don't get dumb surprises when they try out the engine for the first time and I can focus more on Castagne itself.
Since I'm waiting on that license change to release the next version this seems like a good opportunity to do all of that and then clarify the main/dev update cycle (since we are getting more stable and featured). I'm thinking of slowing down the main branch a bit sometime between now and v0.6 when I feel it's not missing key features anymore, keep dev builds on a somewhat regular release schedule, but especially use the new code branch for fast bleeding edge releases.
Since I grouped updates by functionality and not length, this one is also shaping up to be a multi-month affair. It takes a bit more time than initially expected because some usability and performance concerns have been brought up through the use of the engine, and fixing them as soon as possible is something I want to do to ensure future work goes by more smoothly.
The big thing to note here is scaling the engine for multiple entities. This is a core concern on several levels, and affects modules across the board. Some changes have been made already through v0.53, but more are needed. Here is a high level list of the actions to take:
The Attack Module would also benefit from having a lot of love put into it, since it's one of the core parts. Some of the mentioned entity work also improves it, but some focused features would help make its current abilities more generic and applicable:
Finally, Battle Flow is getting moved to now since its prerequisites have been moved earlier, as well as being a feature that most people expect (even if not a current core priority). System is of course going to be flexible enough to allow custom behavior between rounds. If you are wondering why it wasn't here before, it's because it was but its design didn't survive collision with rollback back towards v0.2 (in early 2022! Kronian uses the old system in the april 2023 demo since it's alright in a solo environment).
As usual, I'm going over what's on the menu for Castagne and it's been a while I haven't gone over the roadmap, so I've refreshed the page a bit.
Here are the main changes:
Anyway, that's it from me! I'll keep posting short updates regularly and adding features as needed. I'm really glad for how the community has grown and is helping each other in the channels. I hope we can keep the momentum going, and I can't wait to see your games!
I took the opportunity to take a quick look, and we are at about 1239 downloads of Castagne. Neato! I'll do a more complete stats roundup later.
The last few updates have been pretty heavy, and they'll probably still be for a bit. While all the versions up to v0.52 were the "prototype" phase, this one is the "growing" phase, where it slowly builds on the lessons learned. "Stabilization" will most likely come from v0.7 onwards.
It's always a pleasure working on the engine and the games, and I'm happy to see the decision to make it open has helped people. Considering the amount of work, I'll try to pace myself to achieve all that I want to do in due time.
I'll most likely be back writing a long article with the yearly Castagne survey, coming towards october-november!