I spent a lot of time recently on non-visual work recently, which is hard to demo.
I’ve revamped my asset & sprite atlas engine to allow states to filter/specify which assets they want to load into a shared sprite atlas. This shared atlas (a single giant image containing all the sprites I might want to draw) is used with a batch rendering engine to greatly reduce the amount of resources it takes to run the game. It’s currently sitting pretty at ~30MB of RAM. Most importantly, this work required me to fork the pixel v2 library to support this batching with the built-in text package.
After that, I did the work to render the opponent health in combat, and got rid of the debug text rendering. It looks much better now!
Next up, I want to continue to add UX features to combat to make it easier to see what’s happening (and what’s happened), and add the tempo counter.