As I imagine with most people, my friends and I learned of Among Us from some random post or video on the internet, and fell in love with it. However, after a while, I wished we had a way to make our own levels and our own tasks. Since Among Us doesn’t come with any editing tools, I decided to make my own clone of the game using LÖVE.
I’ve codenamed this project Deceit.
I will keep this one short, as I’m currently writing some more in-depth updates about the engine. I’ve been working really hard to get some basic rendering and camera controls into the engine in a non-hacky way. The list of things that I have gotten done so far:
Basic Graphics Module that can render using ECS. Input binding system. State Machine system that is data driven. Basic camera state machine. State Machine system updating with ECS.
I don’t post enough about the work I’ve been doing on Shibboleth. I don’t have a lot of visual progress to show, but I am making a lot of very good progress. And I should get into the habit of writing down the work I’m doing.
Reflection Unification In the past, enum reflection had it’s own global data structure that was different from everything else. Everything else has a Reflection <T> structure, whereas enums had a EnumReflection<T> structure.
There’s not much to say in this update, other than I’m still alive and working on stuff. Albeit, very slowly. I basically stopped working on Arbalest altogether, favoring to work on Shibboleth instead. The main reason behind this is I changed jobs recently, and have been pretty happy with where I was and opted to do what I found most enjoyable. I eventually came to the conclusion that unless I never want to finish a project, I should put some effort to things other than Shibboleth.
Today I’m going to be talking about Arbalest again. It was on hiatus for a while, as I was putting all of my energy into Shibboleth. I had planned on scrapping Arbalest, but I got a spurt of motivation, so I’m back at it.
The main reason for me revisiting this project is because Microsoft released a bug in their compiler that causes it to crash on many codebases. Because of this, I can’t actually compile my project anymore until a fix is released.