Development Update, November 23rd, 2024

Hello again, everyone! I hope you’re having a good weekend. I’ve been getting some work done throughout the week here, but I admit that not a lot of it has been direct development. That doesn’t mean that I’ve been idle, though!

I spent a couple days this week migrating the entire development git repository over to Microsoft Azure DevOps. I was beginning to have issues using GitLab due to the size of my repository. I figured that if I was going to have to pay to host my project as I worked on it, I would shop around and find the best value for my money. I settled on Azure due to the features I can get for my budget. Migrating the repo was the easy part, but I had to spend some time cleaning up my task backlog and moving it all over to the boards on DevOps. Once I managed to get everything moved, I turned to organization. DevOps gave me the ability to set things up in a more Agile fashion, as I’m accustomed to from my full time job. I don’t think I’ll be necessarily forcing myself into time-boxed sprints, but I may start using them for organization purposes. At the moment, I’ve organized things into epics, features, and stories. That has helped me get a good grasp on the work that I need to accomplish to move things onto the next step. Then I spent more time putting together new features for the functionality that I want in the game along with some stories to start fleshing things out. If this sounds complicated to you, just imagine how long I had to spend doing it.

But that’s all done for now. I will have to refine things as I progress and more features will get added as the current ones are complete and new ones are decided upon. But I needed to get this done. The need was two-fold. One: I wanted a good base on which to build my work going forward. Everything that I did up to now feels really disorganized compared to what I have set up so far. And two: if you don’t have multiple backups with at least one being off-site, you don’t have backups. Due to GitLab’s size limits, I had my code all stored on a Linux server in my basement. It worked wonderfully, but if my home burnt down or was burgled while I was out, I would have nothing to show for the last year of work. Now, I’m protected.

But, I did manage to close out two stories:

Cursed Crown Updates

  • Addressed Issue #26: Update Project Links
    • This one was a gimme, but it was required. I updated all the development project links on 6fps Network and in my LogSeq notes to point to Azure instead of GitLab. I went digging in the official design document and on the Discord server to update links as well, but I seem to have not included them for whatever reason. I took the opportunity to add them.
  • Addressed Bug #12: Mage Enemy Bleeds on Hit
    • This turned out to be easier to address than I expected. ACF built the effects into a big data table. I just duplicated this and removed every effect that resulted in a blood splatter. After saving that, I assigned the new data table to the mage enemy. The bug was marked resolved after I tested that it works properly and doesn’t produce any blood splatter particles any more.

I’d love to be able to update everyone with detailed reports and readouts from the project, but I don’t know exactly how to do that with DevOps yet. There are a lot of report options, but I have to decipher their creation then find a way to export them in a way that I can display them here. At the very least, I want to be able to provide the same progress bars that I was providing for how far along I was with the alpha development. That doesn’t seem to exist in its simplest form like it did with GitLab. I’ll see what I can get figured out, though.

For now, thank you all for stopping in once again. I hope you have a wonderful weekend and Thanksgiving, if you celebrate. Until next time, keep on gaming!


Comments

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.