Thunderous

Incoming Transmission

Everything posted across every project, newest first.

47entries
27systems tracked
46%overall

Currently on: Core loop, Data-driven content, Room generation

Filtered by tag “testing”. Clear

Devlog Experiment 1

The clock under every number

Every swing speed in this game, and every tuning band built on one, was read by dividing a pose that moves at the headset's frame rate by a physics step that doesn't. I measured it before changing it: about three hits in four had the two clocks more than 25% apart. Combat now reads the rendered clock, and I prefer it. Every swing speed I've measured and published here was a physics-clock reading.

Devlog Experiment 1

Eighteen bugs no test could see

In one day Astra ran four read-only code reviews of older systems: combat, the run loop and saves, loot, and the backpack. Eighteen of the findings were real bugs, each checked against the code and then fixed with a test watched failing first. The suite had been green through all of them, because it tested the arithmetic and not the order things happen in.

Learning Experiment 1

Earned, but too rare

Since August, the one thing in combat that paid for effort was the committed hit. Swing fast enough and wide enough at the moment of contact, and the blow did 1.5× damage with its own spark and sound. When I last wrote a…