June Wrap-Up
June had a significant change in plans, but a lot was accomplished. The biggest update was the migration to Avalonia 11, which included a revamped Map Editor with significant performance…
June had a significant change in plans, but a lot was accomplished. The biggest update was the migration to Avalonia 11, which included a revamped Map Editor with significant performance…
May, much like April and March, ended up being a big month for stability. A number of small features (some of them which will be largely unnoticed, unless you were…
April ended up being a pretty big month for stability. I didn't quite make the progress I had hoped for, but progress was made nonetheless. The battle system has been…
While RPG Architect is still in Early Access and evolving rapidly, we are always looking toward the future and what is next. As such, concurrent with RPG Architect's development, we…
March was an exceptionally busy month -- so let's get started! This month had a lot of focus at the beginning to make the physics work cleaner and better overall.…
Welcome back for another edition of -- what got updated in RPG Architect. While there was a big focus on fixing issues and adding quality of life features, I did…
Welcome to the year of the Rabbit! This month had a lot of changes in preparation for Steam Early Access. When I look back at what was done, it was…
This will be an interrupted post from my monthly updates (I'll still write one for the end of January), since we're at a bridge. This post will be a bit…
December went much better than planned, and I'm writing this just a few days before the end of the year to disclose where we're at. I'm very confident that we…
November didn't go quite as planned, but we are making pretty steady progress. More feedback is coming in from folks who are accessing us in our early Early Access format,…