Osinia Devlog #9: Hmm
Well… another weekend has gone by and no Build 1 release :( Ran across an unknown bug in the SFML.Audio library. It just doesn’t play non-music sounds.. it’s very strange. Tracking that down. After that is worked around/fixed, last on the list is the credits window. Why? 99.99% of the work of the first build is infrastructure/framework programming. Meaning, tons of work under the hood that players will not see, but will make all future development faster.
In the case of Build 1, users will only see the client integrated into itch.io, non-in-game graphics engine, UI engine, and sound/music engine. The only other big areas left will be the networking and in-game graphics stuff (tilesets, spritesets, maps), questing, etc, etc, etc. However, those a built on the first stuff.
Itch.io added support for all .net frameworks after 4.8 last night. All the way up to .Net 10. There was no update to the itch.io client, so I am absolutely curious on how they managed that huge update. the itch manifest file will be updated and the game’s executable will be massively reduced.
The game’s integration into itch is being worked on to where it is also compatible with steam for internal testing there. Sometime, in a future build, steam keys will be offered since it’s build path is massively convoluted at the moment, so that will take time.
I have been starting to eye the OSX release at this point as the sooner I can generalize the code and gotchas, the easier later development will be. However, I totally forgot that Apple requires $100/mo for developers. And I have a M1 mac mini, which I do not know if it is still supported. So that will be put on hold until the itch.io and steam version is out.
With the above said. I heard about the steam machine (much like the old Amazon console from back in the day). After I buy the steam handheld, I’ll have to buy the steam machine and test on there. Meaning… I will need to add controller support to the windows version of the game… yay!
More news to come.