Replies: 20 comments 27 replies
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I like labels, especially when they're prefixed (actually, only when they're prefixed 😂), so I totally support the new ones 😄 Regarding this:
For large tasks (or multi-task issues), I'd personally use a GitHub project rather than an issue. This allows granular splitting and management. For example, completing the boss encompasses several small sub-tasks: camera handling, AI, moves, etc.etc. By converting it into a project, we could split the tasks into manageable ones. With "manageable" I mean:
Also, since each sub task is an issue:
To be 100% clear, what I propose is to use projects as simply collections of issues - nothing more! |
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Regarding my next tasks, it's hard to say - right now I'm on holiday and can't find the time 🤬🤬, so unfortunately, I can't predict the next task until I complete any given one 😭 After audio, I think I'll do the camera work for the boss section(s). |
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@erlend-sh do you have experience/thoughts on GH projects? |
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Most of the new labels are good! 👍 I question the usefulness of audience:user. It applies to nearly everything, similar to kind:enhancement. When a label is used practically everywhere, that’s a sign it might be redundant. |
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No doubt! We’re gonna try our best to maintain a bi-weekly cadence of releases. The tasks within a milestone are merely intended as a general direction to be moving in; we’re not gonna let unfinished tasks block a release.
Yep, that’s what we’ll always do to get a release out. Pending tasks will get relegated to the next release. However, a task being out of scope is also often a sign that we’re thinking too big for its initial v1 iteration. Items for example already exists in a v1 form as soon as one of those sub-tasks we’ve listed is completed. Boss-man v1 could be a copy of our existing bare-bones enemy AI plus the fact that every so often he’ll do his jump attack, which for now can work just like the dive-attack for players. |
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Hmmm, I wanted to add an issue to a project, but the project doesn't show in the dropdown: |
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I like the newly introduced tracker issue concept, which solves the problem I have in mind. For me, projects are redundant now 😬. |
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Sounds like that’s a 👎 on the use of Projects for now then. I had the idea of using Milestones instead, by having both version-milestones and feature-milestones. Sadly an issue can’t belong to more than one milestone at a time. Tracking issues feels quite sufficient though. We should also pin the most relevant ones, I’ll do that now. |
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let me know if you guys would like a different approach, but I'm removing the tracking issues from the milestone, in favor of putting only the tracked issues in the milestone. For instance we have the boss fighter tracking issue ( #57 ), and other issues such as #108 and #97 that are tasks related to finishing off the boss. I think only the tasks should go in the milestone, because the goal isn't to finish off the entire boss within the milestone, just some of the tasks. I think it makes it a little easier to track. Again, just let me know if you think otherwise and we can put them back. |
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Release is nearly upon us; I see a date was added to honor the aforementioned 14-day cadence. Do keep in mind that any number of days over 14 is perfectly fine, but we will be in release-mode for however long we need to be from that point onwards. We haven’t done a verbose release post on itch.io yet, so I reckon we’ll do that now. I’ll write the body of the post, but I’d like to request all of you devs @edgarssilva @odecay @Byteron @zicklag @64kramsystem to write in a small piece here about one or a few features/problems that you worked on (with enjoyment, one would hope!). For any version, because this is for our announcement post on itch, not specifically the v0.0.2 release. Feel free to even delve lightly into how you went about solving something, as long as it’s understandable by novice coders/gamedevs. Whole new replies for your pieces please, that way we can comment further on each individually in the nested replies. |
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@erlend-sh Here's my piece for the post you're making. I'm assuming I'm writing it in first person, I can modify it if we want to do something different. The major things I've worked on so far were the UI and the input mapper. The UI uses the awesome egui library with custom 9-patch style widgets. A fun feature to add was the widget adjacency map, which allowed us to say whether one button was above, below, to the left, or to the right of another button. That way, when you press a direction on your gamepad, the UI can select the next button in that direction on the screen. The input mapper was a combination of UI work for the settings menu, and a big collaboration with @alice-i-cecile and @CleanCut for adding gamepad axis support to the Leafwing Input Manager Bevy plugin. Now we can support inputs from gamepad joysticks, DPads, and the keyboard without having to handle them individually in the character controller. And because we contributed to the Leafwing Input Manager, other people will be able to use the new features in their own Bevy games! |
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List of the most important (and/or (arguably) interesting) tasks: Basic camera work; it's now activated by the rightmost player push, and limited by the leftmost one, in the style of convenientional beat 'em ups; previously, the camera would just follow the movement of the first player. Made Github workflows caching shared across all the PRs. Surprisingly, it's not very well known that workflows caching is not shared across PRs, with the result that caching is used only per PR, which causes the first build of any PR to be very slow. I'm actually going to publish a small article shortly, since this is a very important topic. Added audio base support, with some effects and music. This has been implemented by conventionally choosing the Bevy Kira Audio plugin, which makes audio management simple (although it's currently doesn't support fade out). Investigated slowness of build, and ultimately removed any optimization for debug builds, since building the project, even incrementally, was causing a considerable strain on slower setups (e.g. laptops). |
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Regarding these:
Yesteday I came back from traveling. From tomorrow, I'm back to Real Life™, and I'll be able to get back to work™ 😍. Roughly speaking, besides the simple #104, I'd take #99.
The boss is tricky, not because of inherent difficulty, but because I think it requires a careful design. With ECS, IMO, it's easy to explode the number of components/behaviors, so I think it's important to review the design, to see how it fit, and if minor changes are required. To be clear, it's perfectly possible that we can fully recycle current behaviors/components. This would be great 😄, but personally, I can't confirm without looking at the code 😄 |
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I just went back and checked played the current web build, we've made so much progress since v0.0.2! |
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I was thinking that it would be good to keep the old web builds around for every release, and then we could link to the release-pinned version of the web demo in the release notes. That way we have a playable history of the game development. At least until web standards change and break our game. 😄 We should automate this in the GitHub pipeline, but I'm busy enough with other stuff right now so if nobody else wants to do that I'd be happy enough just manually pushing the 0.2.0 and 0.3.0 web builds to their own folders in the |
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We got the web build fix and as far as I know, there's no more pending tasks that need to happen before making the release! |
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@odecay could we update the release notes for 0.0.2 and 0.0.3 to include links to the pinned version of the web player for that release? And would it be good to mention those versions in the README, or do you think that's unnecessary. |
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Awesome! The release is done! Great job everybody! This is going really well. :D |
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My summary of last release cycle for @erlend-sh blog post. A feature I worked on over the past release cycle lays the groundwork for future attack and combo system work which which will be tracked here. I reworked attacks to align with a design commonly used in 2d Fighting Games and 2.5d Beatem-ups. This design is centered around attacks which are split into Startup frames, in which the animation of an attack begins to play, Active frames, where an active collider called a Hitbox is spawned and Recovery frames, in which the Hitbox is removed and the attack animation finishes playing. Having these three stages of attack and defined Hitboxes will allow us to easily make granular design decisions about the way attacks interact with each other, and when characters can be interrupted in an attack or attack string. Upcoming follow up work to this will be to move these attack specific properties to the YAML fighter definitions which will allow for making quick changes to characters attacks, and eventually will be used to specialize character and weapon specific attacks. I also spent time over these past two weeks doing administrative and planning work like reviewing and merging contributions on github, talking with Artists in our discord, and meeting and conversation around our planned integration with the Ultimate platform, which will be documented in #153 as it progresses. I noticed toward the end of the release cycle that the contributor workflow for making PRs seemed much improved by both the implementation of bors, and the increasing availability and willingness of contributors to review and merge contributions. I look forward to our continued progress and the planned features and improvements for next release! |
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Hey folks! I attempted to do some issue organization and labeling. I'm not sure if all the labels I created will end up being more burdensome than helpful, but we can try it out and if they bug us we'll just remove them.
I tried organize some of the issues into the next Punchy 0.3 milestone, but I'm not sure if all of those tasks are something we want to do before the next release.
Specifically for #27 ( items ) and #57 ( big boss ), I felt like maybe making the Punchy 0.3 release a little smaller in favor of getting what we've gotten so far out, and doing those in Punchy 0.4. Or maybe we could just pick one item to do.
At the same time, I'm not sure what else @odecay and @64kramsystem are going to want to be working on next or how hard they think those will be, so if those aren't going to be a big deal to do, we could just do them.
I feel like frequent small releases gives a nice feeling of progress. 😁
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