Session 70

Like A Dragon

We’re back ✨ After a brief February hiatus, it’s time to talk game design!

To start, we walk through the new, experimental stack allocator and our future of memory management. We both agree that eliminating allocations is gonna be the key to managing performance while contending with the Javascript garbage collector. We also spent some time thinking about how to simplify our game systems by leaning more on our grid-based map for optimized querying.

Then we dive into an exploration of possible weapon, movement and vehicle types for our game. There’s an utter wealth of options and combinations available to us, and we’re excited to try out a bunch of different mechanics in the coming streams.