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    <title>Slow Rush Games</title>
    <subtitle>Trials and tribulations of a solo game developer</subtitle>
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    <link rel="alternate" type="text/html" href="https://www.slowrush.dev"/>
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    <updated>2026-04-10T00:00:00+00:00</updated>
    <id>https://www.slowrush.dev/atom.xml</id>
    <entry xml:lang="en">
        <title>Porting, Performance and Playback</title>
        <published>2026-04-10T00:00:00+00:00</published>
        <updated>2026-04-10T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/porting-performance-and-playback/"/>
        <id>https://www.slowrush.dev/news/porting-performance-and-playback/</id>
        
        <summary type="html">&lt;p&gt;It has been a &lt;em&gt;hot minute&lt;&#x2F;em&gt; since my last update, hasn&#x27;t it?&lt;&#x2F;p&gt;
&lt;p&gt;In my defense, I have been neck deep in tedious engine work.&lt;&#x2F;p&gt;
&lt;p&gt;We&#x27;ll cover that briefly, but let&#x27;s also talk about something more GIF-friendly: time traveling!&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Making Drop In Multiplayer Easy</title>
        <published>2026-02-27T00:00:00+00:00</published>
        <updated>2026-02-27T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/uis-players-devices/"/>
        <id>https://www.slowrush.dev/news/uis-players-devices/</id>
        
        <summary type="html">&lt;p&gt;Signs of Danger has both online &lt;em&gt;and&lt;&#x2F;em&gt; local co-op.&lt;&#x2F;p&gt;
&lt;p&gt;Remote players are controlled remotely (duh), but I gotta support multiple gamepads for local players, with an easy drop-in&#x2F;drop-out flow.&lt;&#x2F;p&gt;
&lt;p&gt;Still, when playing singleplayer, you should be able to seamlessly swap between keyboard &amp;amp; mouse to any gamepad controller and back again.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Signcrafting and Skill Trees</title>
        <published>2026-01-23T00:00:00+00:00</published>
        <updated>2026-01-23T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/signcrafting-tree/"/>
        <id>https://www.slowrush.dev/news/signcrafting-tree/</id>
        
        <summary type="html">&lt;p&gt;Most roguelites let you collect items to make overpowered builds, based on characters with some starting skills.&lt;&#x2F;p&gt;
&lt;p&gt;But I want to go further than that.&lt;&#x2F;p&gt;
&lt;p&gt;What if you could build your own whole skill tree? Let me show you &lt;em&gt;&lt;strong&gt;Signcrafting!&lt;&#x2F;strong&gt;&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>What a Weekend</title>
        <published>2025-12-15T00:00:00+00:00</published>
        <updated>2025-12-15T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/announce-recap/"/>
        <id>https://www.slowrush.dev/news/announce-recap/</id>
        
        <summary type="html">&lt;p&gt;Woah, what a weekend.&lt;&#x2F;p&gt;
&lt;p&gt;In case you missed it, last week I announced &lt;strong&gt;Signs of Danger&lt;&#x2F;strong&gt;, so &lt;a href=&quot;&#x2F;signs-steam&quot;&gt;please wishlist my game now&lt;&#x2F;a&gt; if you haven&#x27;t already!&lt;&#x2F;p&gt;
&lt;p&gt;The reception has been way better than I expected.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Announcing Signs of Danger</title>
        <published>2025-12-10T00:00:00+00:00</published>
        <updated>2025-12-10T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/announcing-signs-of-danger/"/>
        <id>https://www.slowrush.dev/news/announcing-signs-of-danger/</id>
        
        <summary type="html">&lt;p&gt;Huge news: today my game officially has a name, and a Steam page.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a href=&quot;&#x2F;signs-steam&quot;&gt;Wishlist Signs of Danger on Steam now!&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Seriously, every wishlist increases the odds of this game actually getting finished.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>A Custom Level Editor</title>
        <published>2025-12-05T00:00:00+00:00</published>
        <updated>2025-12-05T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/falling-sand-level-editor/"/>
        <id>https://www.slowrush.dev/news/falling-sand-level-editor/</id>
        
        <summary type="html">&lt;p&gt;If you want a tile-based level-editor, there are at least three good options to choose from.&lt;&#x2F;p&gt;
&lt;p&gt;But if you&#x27;re making a custom falling sand engine and want to edit pixel-by-pixel? Nothing! So I made my own.&lt;&#x2F;p&gt;
&lt;p&gt;(also... pssst... something&#x27;s coming next week!)&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Touching Screens</title>
        <published>2025-11-28T00:00:00+00:00</published>
        <updated>2025-11-28T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/touching-screens/"/>
        <id>https://www.slowrush.dev/news/touching-screens/</id>
        
        <summary type="html">&lt;p&gt;This game is for PC but odds are that something like 70% of you are reading this on your phone.&lt;&#x2F;p&gt;
&lt;p&gt;So wouldn&#x27;t it be nice to be able to play the playable web build on your phone too?&lt;&#x2F;p&gt;
&lt;p&gt;Well, I just spent the last 2 days hacking in touchscreen support, so now (maybe) you can!&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Blooming Hells</title>
        <published>2025-11-14T00:00:00+00:00</published>
        <updated>2025-11-14T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/bloom-falling-sand/"/>
        <id>https://www.slowrush.dev/news/bloom-falling-sand/</id>
        
        <summary type="html">&lt;p&gt;&quot;Blooming hells, has it really been 4 weeks since you heard from your friendly &lt;del&gt;ghost&lt;&#x2F;del&gt; falling sand dev?&quot;&lt;&#x2F;p&gt;
&lt;p&gt;Well, err, yes, it has - sorry about that.&lt;&#x2F;p&gt;
&lt;p&gt;But I was actually talking about the other kind of blooming, that thing that makes lighting look cool.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Surviving MIGW</title>
        <published>2025-10-17T00:00:00+00:00</published>
        <updated>2025-10-17T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/melbourne-international-games-week/"/>
        <id>https://www.slowrush.dev/news/melbourne-international-games-week/</id>
        
        <summary type="html">&lt;p&gt;I went to Melbourne International Games Week for the first time, and boy was it &lt;em&gt;a lot&lt;&#x2F;em&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;I cobbled together &quot;how to do MIGW&quot; from a bunch of different sources, so I figured I&#x27;d write a guide for other newbies - especially other solo devs.&lt;&#x2F;p&gt;
&lt;p&gt;This is more instructional (read: more wordy &amp;amp; fewer gifs) than your usual fare, but we&#x27;ll be back to our regularly scheduled programming (heh) next time.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Lighting a Falling Sand Game</title>
        <published>2025-09-19T00:00:00+00:00</published>
        <updated>2025-09-19T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/lighting-falling-sand/"/>
        <id>https://www.slowrush.dev/news/lighting-falling-sand/</id>
        
        <summary type="html">&lt;p&gt;Someone on the internet said this game was ugly, which brought a tiny lil tear to my eye.&lt;&#x2F;p&gt;
&lt;p&gt;(I mean, they weren&#x27;t wrong, but still - be nice to strangers, you know?)&lt;&#x2F;p&gt;
&lt;p&gt;So I spiced things up with some fancy lighting.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Texturing Terrain Tops</title>
        <published>2025-08-29T00:00:00+00:00</published>
        <updated>2025-08-29T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/texturing-terrain/"/>
        <id>https://www.slowrush.dev/news/texturing-terrain/</id>
        
        <summary type="html">&lt;p&gt;All the terrain in this game is made of individually simulated &quot;atoms&quot; (pixels) - just like the water, acid, flammable gas, etc.&lt;&#x2F;p&gt;
&lt;p&gt;But terrain doesn&#x27;t move, so how can we make it look a little more visually interesting?&lt;&#x2F;p&gt;
&lt;p&gt;Well, we can apply a texture - but it isn&#x27;t quite as easy as that...&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Accidental Aimbot</title>
        <published>2025-08-08T00:00:00+00:00</published>
        <updated>2025-08-08T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/designing-aim-inputs/"/>
        <id>https://www.slowrush.dev/news/designing-aim-inputs/</id>
        
        <summary type="html">&lt;p&gt;Some players were having a hard time aiming their guns at enemies.&lt;&#x2F;p&gt;
&lt;p&gt;But that wasn&#x27;t surprising, because I locked the aim input to only support 8 directions!&lt;&#x2F;p&gt;
&lt;p&gt;Why would I do something silly like that? And how could I help players hit their targets?&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Simulating Cloth Capes</title>
        <published>2025-07-11T00:00:00+00:00</published>
        <updated>2025-07-11T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/simulating-cloth-capes/"/>
        <id>https://www.slowrush.dev/news/simulating-cloth-capes/</id>
        
        <summary type="html">&lt;p&gt;For a while our player characters have been looking a bit, well, boring.&lt;&#x2F;p&gt;
&lt;p&gt;You know what they were really missing? Capes.&lt;&#x2F;p&gt;
&lt;p&gt;But how do you make a cape work in a pixel art game anyway?&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Dropping In</title>
        <published>2025-07-04T00:00:00+00:00</published>
        <updated>2025-07-04T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/drop-pods/"/>
        <id>https://www.slowrush.dev/news/drop-pods/</id>
        
        <summary type="html">&lt;p&gt;With abilities now being customized by collected perks, it wasn&#x27;t fun to start over each time you died.&lt;&#x2F;p&gt;
&lt;p&gt;And that&#x27;s doubly true with how easy it is to kill yourself - or be killed by fatal friendly fire!&lt;&#x2F;p&gt;
&lt;p&gt;But.. in this game where the entire level can be destroyed, how should respawning even work?&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Loot Chests</title>
        <published>2025-06-20T00:00:00+00:00</published>
        <updated>2025-06-20T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/loot-chests/"/>
        <id>https://www.slowrush.dev/news/loot-chests/</id>
        
        <summary type="html">&lt;p&gt;Okay, look, I know loot boxes get a bad name from the (many) publishers that use lootboxes to encourage microtransactions that milk their players for every last cent.&lt;&#x2F;p&gt;
&lt;p&gt;But I don&#x27;t do microtransactions! So here we just have certified evil-free loot chests, filled with yummy yummy perks you can pick up in a game.&lt;&#x2F;p&gt;
&lt;p&gt;Also, we now have a way to edit abilities which doesn&#x27;t blatantly break the game, which is always nice.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Ability Subroutines</title>
        <published>2025-06-06T00:00:00+00:00</published>
        <updated>2025-06-06T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/ability-subroutines/"/>
        <id>https://www.slowrush.dev/news/ability-subroutines/</id>
        
        <summary type="html">&lt;p&gt;Last week&#x27;s ability experiment was fun, but I had some concerns about it being too confusing.&lt;&#x2F;p&gt;
&lt;p&gt;So I doubled down on that! I&#x27;ve added &quot;subroutines&quot;, which allow abilities to be modified on the fly.&lt;&#x2F;p&gt;
&lt;p&gt;I also added ammo for some abilities as a balancing mechanism, and a minimal ability heads up display.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Spellcasting 3.0: Perks</title>
        <published>2025-05-30T00:00:00+00:00</published>
        <updated>2025-05-30T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/spellcasting-3-perks/"/>
        <id>https://www.slowrush.dev/news/spellcasting-3-perks/</id>
        
        <summary type="html">&lt;p&gt;I wasn&#x27;t happy with the current spellcasting system, so I tried something totally different.&lt;&#x2F;p&gt;
&lt;p&gt;You stack perks and the combination of perks determines what spell gets cast.&lt;&#x2F;p&gt;
&lt;p&gt;It&#x27;s just a prototype, but you can do some neat things with it already.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Three Shears</title>
        <published>2025-05-23T00:00:00+00:00</published>
        <updated>2025-05-23T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/three-shears/"/>
        <id>https://www.slowrush.dev/news/three-shears/</id>
        
        <summary type="html">&lt;p&gt;This week&#x27;s project hasn&#x27;t &lt;em&gt;quite&lt;&#x2F;em&gt; come together yet, so let&#x27;s talk about something totally different: rotating images.&lt;&#x2F;p&gt;
&lt;p&gt;Or to be more specific, let&#x27;s talk about how rotating images can make weird holes appear in moving bodies made of atoms.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;strong&gt;And an update on these updates:&lt;&#x2F;strong&gt; going forward, I&#x27;m giving myself the right to skip weekly updates.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Legit Levels</title>
        <published>2025-05-16T00:00:00+00:00</published>
        <updated>2025-05-16T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/legit-levels/"/>
        <id>https://www.slowrush.dev/news/legit-levels/</id>
        
        <summary type="html">&lt;p&gt;A year ago I added support to the game for loading levels, but since then I didn&#x27;t actually.. make any levels, ya know?&lt;&#x2F;p&gt;
&lt;p&gt;A whole year! That&#x27;s embarrassing.&lt;&#x2F;p&gt;
&lt;p&gt;But.. what should levels look like? And let&#x27;s take a quick look at some level tech improvements too.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Atomic Reaction Sounds</title>
        <published>2025-05-09T00:00:00+00:00</published>
        <updated>2025-05-09T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/reaction-sounds/"/>
        <id>https://www.slowrush.dev/news/reaction-sounds/</id>
        
        <summary type="html">&lt;p&gt;We have sounds for reactions between atoms now, so you can hear when the level catches on fire, or when acid corrodes - even though there may be hundreds of atoms reacting!&lt;&#x2F;p&gt;
&lt;p&gt;And, let&#x27;s talk about casting spells: how can a solo developer make sounds for each of the hundreds of possible spells in this game?&lt;&#x2F;p&gt;
&lt;p&gt;(Spoiler: dark FMOD rituals... after spending some hours reading the manual.)&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Rolling Back Sound</title>
        <published>2025-05-02T00:00:00+00:00</published>
        <updated>2025-05-02T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/sound-for-rollback-networking/"/>
        <id>https://www.slowrush.dev/news/sound-for-rollback-networking/</id>
        
        <summary type="html">&lt;p&gt;Ahh, rollback networking: you&#x27;re wonderful, and I love you, but you make so many things even harder.&lt;&#x2F;p&gt;
&lt;p&gt;Let&#x27;s talk about how adding sound makes networked multiplayer harder to pull off - something that you probably never thought would be the case.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Affecting Sound (with FMOD)</title>
        <published>2025-04-25T00:00:00+00:00</published>
        <updated>2025-04-25T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/fmod-integration/"/>
        <id>https://www.slowrush.dev/news/fmod-integration/</id>
        
        <summary type="html">&lt;p&gt;No, that&#x27;s not a typo - last week we were &lt;em&gt;effecting&lt;&#x2F;em&gt; sound, but this week we&#x27;re &lt;em&gt;affecting&lt;&#x2F;em&gt; sound!&lt;&#x2F;p&gt;
&lt;p&gt;That is: I replaced the existing sound playing from last week with playing sound through a thing called &quot;FMOD&quot;.&lt;&#x2F;p&gt;
&lt;p&gt;And FMOD has cool goodies to mess with sound on the fly.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Effecting Sound</title>
        <published>2025-04-18T00:00:00+00:00</published>
        <updated>2025-04-18T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/effecting-sound/"/>
        <id>https://www.slowrush.dev/news/effecting-sound/</id>
        
        <summary type="html">&lt;p&gt;Toot toot! We&#x27;re still on the polishing train, so this week I added support for some sound effects and music.&lt;&#x2F;p&gt;
&lt;p&gt;Turns out sound is a battle and a half, but at least we&#x27;ve finally got some boom barrels going BOOM now.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Timing Animations</title>
        <published>2025-04-11T00:00:00+00:00</published>
        <updated>2025-04-11T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/timing-animations/"/>
        <id>https://www.slowrush.dev/news/timing-animations/</id>
        
        <summary type="html">&lt;p&gt;Last week I hinted that timing animations was a bit of a pain, but fear not!&lt;&#x2F;p&gt;
&lt;p&gt;This week we&#x27;ve got that all worked out, so enemies can play perfectly timed attack animations.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Back in Motion</title>
        <published>2025-04-04T00:00:00+00:00</published>
        <updated>2025-04-04T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/animating-rollback-networking/"/>
        <id>https://www.slowrush.dev/news/animating-rollback-networking/</id>
        
        <summary type="html">&lt;p&gt;I&#x27;m back, and now only slightly sleep deprived! Yes, my Steam Deck is awesome (and Baby Mk II is doing great).&lt;&#x2F;p&gt;
&lt;p&gt;To celebrate, I decided to add some animations to player and enemy characters. They actually run and jump now!&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Baby Break</title>
        <published>2024-12-20T00:00:00+00:00</published>
        <updated>2024-12-20T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/baby-break/"/>
        <id>https://www.slowrush.dev/news/baby-break/</id>
        
        <summary type="html">&lt;p&gt;Happy holidays! When I went and sat on Santa&#x27;s lap this last week, he pointedly told me:&lt;&#x2F;p&gt;
&lt;p&gt;Firstly, maybe I was getting too old for this lap-sitting business (haha, good one Santa).&lt;&#x2F;p&gt;
&lt;p&gt;Secondly, I should expect only one gift - and I would have to share it.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Networked Multiplayer on the Web</title>
        <published>2024-12-13T00:00:00+00:00</published>
        <updated>2024-12-13T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/networked-web-multiplayer/"/>
        <id>https://www.slowrush.dev/news/networked-web-multiplayer/</id>
        
        <summary type="html">&lt;p&gt;Networked multiplayer now works in the playable web demo!&lt;&#x2F;p&gt;
&lt;p&gt;Crazy, right? I can barely believe it myself.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Bad Networks</title>
        <published>2024-12-06T00:00:00+00:00</published>
        <updated>2024-12-06T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/bad-networks/"/>
        <id>https://www.slowrush.dev/news/bad-networks/</id>
        
        <summary type="html">&lt;p&gt;Last week I quipped that networked multiplayer should work on a dialup network connection.&lt;&#x2F;p&gt;
&lt;p&gt;But would it really? I dove into simulating bad network conditions to find out.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Networking Stats</title>
        <published>2024-11-29T00:00:00+00:00</published>
        <updated>2024-11-29T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/networking-stats/"/>
        <id>https://www.slowrush.dev/news/networking-stats/</id>
        
        <summary type="html">&lt;p&gt;As of last week, network multiplayer worked in moment-to-moment gameplay, but still had sharp edges.&lt;&#x2F;p&gt;
&lt;p&gt;And to talk about those sharp edges, I need you to meet John.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Sorta Working Networking</title>
        <published>2024-11-22T00:00:00+00:00</published>
        <updated>2024-11-22T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/networking-working/"/>
        <id>https://www.slowrush.dev/news/networking-working/</id>
        
        <summary type="html">&lt;p&gt;After a week of cleaning up last week&#x27;s mess, networked multiplayer is starting to get into shape.&lt;&#x2F;p&gt;
&lt;p&gt;I&#x27;ve even added amazing features like &quot;adding a new player&quot; or &quot;finishing a level without crashing the game&quot;.&lt;&#x2F;p&gt;
&lt;p&gt;And just for fun, you can edit levels with friends in a multiplayer game too!&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>A Networked Monster</title>
        <published>2024-11-15T00:00:00+00:00</published>
        <updated>2024-11-15T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/networked-monster/"/>
        <id>https://www.slowrush.dev/news/networked-monster/</id>
        
        <summary type="html">&lt;p&gt;I implemented the most horribly hacked-up version of rollback-based networked multiplayer.&lt;&#x2F;p&gt;
&lt;p&gt;But it actually works! Or at least, it works during regular gameplay...&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Spraying Fluids</title>
        <published>2024-11-08T00:00:00+00:00</published>
        <updated>2024-11-08T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/sprayable-fluids/"/>
        <id>https://www.slowrush.dev/news/sprayable-fluids/</id>
        
        <summary type="html">&lt;p&gt;I rewrote most of the atom movement and made it about 40% faster on my big test level.&lt;&#x2F;p&gt;
&lt;p&gt;Yeah, I know, I&#x27;ve written a lot of updates about performance-tuning lately.&lt;&#x2F;p&gt;
&lt;p&gt;So instead, let&#x27;s talk about how I made fluids behave a lot more, well, fluidly.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Circular Raycasting</title>
        <published>2024-11-01T00:00:00+00:00</published>
        <updated>2024-11-01T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/circular-raycasting/"/>
        <id>https://www.slowrush.dev/news/circular-raycasting/</id>
        
        <summary type="html">&lt;p&gt;Improving performance of the atom simulation has been like pulling teeth: slow, painful, and not well suited to being featured in short videos paired with a couple hundred explanatory words.&lt;&#x2F;p&gt;
&lt;p&gt;So let&#x27;s talk about something a tiny bit more fun: geometry! And a light serving of mathematics!&lt;&#x2F;p&gt;
&lt;p&gt;I know I&#x27;ve got you hooked now, so let&#x27;s set the stage.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Nondeterminism And You</title>
        <published>2024-10-25T00:00:00+00:00</published>
        <updated>2024-10-25T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/nondeterminism/"/>
        <id>https://www.slowrush.dev/news/nondeterminism/</id>
        
        <summary type="html">&lt;p&gt;I carefully made a surgical change that dramatically improved the performance of the entire game.&lt;&#x2F;p&gt;
&lt;p&gt;Or did I? Perhaps I instead opened up a can of worms, and one of those worms was a big ugly boy with &quot;Nondeterminism&quot; writ large upon his cursed frame, and then said worm proceeded to slowly bludgeon me to death?&lt;&#x2F;p&gt;
&lt;p&gt;Questions, always more questions... and to answer them, we need to start at the beginning, don&#x27;t we?&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Rollback Performance</title>
        <published>2024-10-18T00:00:00+00:00</published>
        <updated>2024-10-18T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/rollback-performance/"/>
        <id>https://www.slowrush.dev/news/rollback-performance/</id>
        
        <summary type="html">&lt;p&gt;I simulated what game performance would be like in a rollback-networked online multiplayer world, and the answer was &quot;Terrible&quot;.&lt;&#x2F;p&gt;
&lt;p&gt;So I made it a lot less terrible!&lt;&#x2F;p&gt;
&lt;p&gt;And I incorporated some feedback on last week&#x27;s Lightning spell too.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Shocking Developments</title>
        <published>2024-10-11T00:00:00+00:00</published>
        <updated>2024-10-11T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/shocking-developments/"/>
        <id>https://www.slowrush.dev/news/shocking-developments/</id>
        
        <summary type="html">&lt;p&gt;I added a lightning spell so now you have a full(-ish) roster of spells to cast.&lt;&#x2F;p&gt;
&lt;p&gt;I know, I &lt;em&gt;know!&lt;&#x2F;em&gt; It&#x27;s a terrible pun title and you heard it coming a mile away. I couldn&#x27;t resist.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Funding Found</title>
        <published>2024-10-04T00:00:00+00:00</published>
        <updated>2024-10-04T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/funding-found/"/>
        <id>https://www.slowrush.dev/news/funding-found/</id>
        
        <summary type="html">&lt;p&gt;This week I&#x27;ve got some wild news to share: I&#x27;ve secured some funding!&lt;&#x2F;p&gt;
&lt;p&gt;I guess I&#x27;m a game developer for realsies now? Read on for the lowdown.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Creative Barriers</title>
        <published>2024-09-27T00:00:00+00:00</published>
        <updated>2024-09-27T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/barriers/"/>
        <id>https://www.slowrush.dev/news/barriers/</id>
        
        <summary type="html">&lt;p&gt;Some weeks, it&#x27;s hard to think of what to build next.&lt;&#x2F;p&gt;
&lt;p&gt;You catch up on email, start a new todo list, watch twenty-two vaguely relevant Youtube videos, fantasize about a total rewrite - and somehow you&#x27;re still not inspired.&lt;&#x2F;p&gt;
&lt;p&gt;But, this week wasn&#x27;t like that! I knew I needed a Barrier spell, and I just needed to build it.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Writing These Updates</title>
        <published>2024-09-20T00:00:00+00:00</published>
        <updated>2024-09-20T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/writing-these-updates/"/>
        <id>https://www.slowrush.dev/news/writing-these-updates/</id>
        
        <summary type="html">&lt;p&gt;A surprisingly common question I get is &quot;what are you using to send out those emails?&quot;.&lt;&#x2F;p&gt;
&lt;p&gt;So I figured I&#x27;d share a little of what goes on behind-the-scenes for these weekly updates.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Mine Your Own Business</title>
        <published>2024-09-13T00:00:00+00:00</published>
        <updated>2024-09-13T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/mines/"/>
        <id>https://www.slowrush.dev/news/mines/</id>
        
        <summary type="html">&lt;p&gt;Continuing on our spell extravaganza, you can now cast Mine spells.&lt;&#x2F;p&gt;
&lt;p&gt;Mines are not just for exploding enemies! Turns out they&#x27;re good for healing and jumping too. (Also for exploding your friends.)&lt;&#x2F;p&gt;
&lt;p&gt;And I added a basic player HUD so you know what your buttons will do.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Building a Spellbar</title>
        <published>2024-09-06T00:00:00+00:00</published>
        <updated>2024-09-06T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/spellbar/"/>
        <id>https://www.slowrush.dev/news/spellbar/</id>
        
        <summary type="html">&lt;p&gt;If a player summons two elements that merge into another element, but the player didn&#x27;t see the merging happen... did the merging even happen?&lt;&#x2F;p&gt;
&lt;p&gt;Not really! From the player&#x27;s perspective the game is just unpredictable.&lt;&#x2F;p&gt;
&lt;p&gt;But, our new animated spellbar fixes that - and it was damn tricky to build!&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Rocking Shields</title>
        <published>2024-08-30T00:00:00+00:00</published>
        <updated>2024-08-30T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/rocking-shields/"/>
        <id>https://www.slowrush.dev/news/rocking-shields/</id>
        
        <summary type="html">&lt;p&gt;Continuing from last week&#x27;s elemental spellcasting, this week I added support for casting Rock spells and Shield spells.&lt;&#x2F;p&gt;
&lt;p&gt;And, you can now aim spells with the mouse!&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Elemental Spellcasting</title>
        <published>2024-08-23T00:00:00+00:00</published>
        <updated>2024-08-23T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/elemental-spellcasting/"/>
        <id>https://www.slowrush.dev/news/elemental-spellcasting/</id>
        
        <summary type="html">&lt;p&gt;So far we have had spell casting based on a lookup table, and it worked but felt a little lackluster.&lt;&#x2F;p&gt;
&lt;p&gt;So this week I experimented with some twists and alternatives, including a Magicka-style spell casting based on mixing elements together.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Gesticulating Wildly</title>
        <published>2024-08-16T00:00:00+00:00</published>
        <updated>2024-08-16T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/gestures/"/>
        <id>https://www.slowrush.dev/news/gestures/</id>
        
        <summary type="html">&lt;p&gt;I&#x27;ve been brainstorming how to make the spell system more customizable, and one of the ideas I had was to explore using gestures to cast spells.&lt;&#x2F;p&gt;
&lt;p&gt;So let&#x27;s see how that went down!&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Flinging Powder Atoms</title>
        <published>2024-08-09T00:00:00+00:00</published>
        <updated>2024-08-09T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/powder-movement/"/>
        <id>https://www.slowrush.dev/news/powder-movement/</id>
        
        <summary type="html">&lt;p&gt;Being new to game dev while &lt;em&gt;also&lt;&#x2F;em&gt; working solo is great fun.&lt;&#x2F;p&gt;
&lt;p&gt;Most of the code was written by your least-favourite colleague: you from several months ago.&lt;&#x2F;p&gt;
&lt;p&gt;And the bigger your game gets, the more prolific that incompetent colleague seems to be.&lt;&#x2F;p&gt;
&lt;p&gt;But hey, you can always rewrite code, so that&#x27;s what I did with the atom movement logic for powders (sand, coal, etc) this week.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Barrels of Boom</title>
        <published>2024-08-02T00:00:00+00:00</published>
        <updated>2024-08-02T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/barrels-of-boom/"/>
        <id>https://www.slowrush.dev/news/barrels-of-boom/</id>
        
        <summary type="html">&lt;p&gt;Finally, we have explosive barrels! And explosive fireworks!&lt;&#x2F;p&gt;
&lt;p&gt;Wait, explosive... fireworks? Yep, and I&#x27;ll tell you why.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Ladders and Shrooms</title>
        <published>2024-07-26T00:00:00+00:00</published>
        <updated>2024-07-26T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/ladders/"/>
        <id>https://www.slowrush.dev/news/ladders/</id>
        
        <summary type="html">&lt;p&gt;Levels now have ladders. Seems simple, right? Think again!&lt;&#x2F;p&gt;
&lt;p&gt;And we&#x27;re trying out some quick&#x27;n&#x27;dirty jump pads too.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Fixing Flow Killers</title>
        <published>2024-07-19T00:00:00+00:00</published>
        <updated>2024-07-19T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/match-flow/"/>
        <id>https://www.slowrush.dev/news/match-flow/</id>
        
        <summary type="html">&lt;p&gt;Facing family flu season in full force, I figured fiddling with flow was fitting. &lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Big Bada Boom</title>
        <published>2024-07-12T00:00:00+00:00</published>
        <updated>2024-07-12T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/explosions/"/>
        <id>https://www.slowrush.dev/news/explosions/</id>
        
        <summary type="html">&lt;p&gt;A core feature of Broforce is chaotic chain reactions, and this week our untitled wizarding game gains a bit of boom juice too!&lt;&#x2F;p&gt;
&lt;p&gt;And, bonus: those of you using high refresh rate monitors get a much-needed bugfix.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Blooood</title>
        <published>2024-07-05T00:00:00+00:00</published>
        <updated>2024-07-05T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/blood/"/>
        <id>https://www.slowrush.dev/news/blood/</id>
        
        <summary type="html">&lt;p&gt;In the spirit of making death more fun, enemies &amp;amp; players now get crushed by moving bodies, and bleed when they get hit!&lt;&#x2F;p&gt;
&lt;p&gt;For now it&#x27;s mostly &lt;em&gt;you&lt;&#x2F;em&gt; doing the bleeding, since you don&#x27;t have a spell that does physical damage to enemies yet. But that&#x27;ll come!&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Fiddling with Fire</title>
        <published>2024-06-28T00:00:00+00:00</published>
        <updated>2024-06-28T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/fiddling-with-fire/"/>
        <id>https://www.slowrush.dev/news/fiddling-with-fire/</id>
        
        <summary type="html">&lt;p&gt;Fire wasn&#x27;t anywhere near as much of an all-consuming inferno as it should be - so I fixed that.&lt;&#x2F;p&gt;
&lt;p&gt;Oh, players also have sprites now, so they&#x27;re 87% less house-shaped.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Ragdolls</title>
        <published>2024-06-21T00:00:00+00:00</published>
        <updated>2024-06-21T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/ragdolls/"/>
        <id>https://www.slowrush.dev/news/ragdolls/</id>
        
        <summary type="html">&lt;p&gt;Killed enemies now turn into physically-simulated corpses!&lt;&#x2F;p&gt;
&lt;p&gt;Finally a use for all that work to marry two physics engines together - phew.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Status Update</title>
        <published>2024-06-14T00:00:00+00:00</published>
        <updated>2024-06-14T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/status-update/"/>
        <id>https://www.slowrush.dev/news/status-update/</id>
        
        <summary type="html">&lt;p&gt;This week I tried out a new spell-casting scheme, including adding 2 new spells.&lt;&#x2F;p&gt;
&lt;p&gt;And, atoms learned to apply status effects to characters, such as &quot;on fire&quot; and &quot;poisoned&quot;.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Hot Pursuit</title>
        <published>2024-06-07T00:00:00+00:00</published>
        <updated>2024-06-07T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/hot-pursuit/"/>
        <id>https://www.slowrush.dev/news/hot-pursuit/</id>
        
        <summary type="html">&lt;p&gt;This week, enemies progressed to toddler stage: they now chase players!&lt;&#x2F;p&gt;
&lt;p&gt;And we&#x27;ve got a new type of enemy too.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Pew Pew Pew</title>
        <published>2024-05-31T00:00:00+00:00</published>
        <updated>2024-05-31T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/pew-pew/"/>
        <id>https://www.slowrush.dev/news/pew-pew/</id>
        
        <summary type="html">&lt;p&gt;This week, enemies learned to see the player and shoot in their general direction, which increased their deadliness by approximately infinity percent.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Target Practice</title>
        <published>2024-05-24T00:00:00+00:00</published>
        <updated>2024-05-24T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/target-practice/"/>
        <id>https://www.slowrush.dev/news/target-practice/</id>
        
        <summary type="html">&lt;p&gt;This week, I added some enemies to kill, so watch out! The enemies might.. err.. well, they can&#x27;t move or shoot yet so they&#x27;re not super threatening.&lt;&#x2F;p&gt;
&lt;p&gt;Still, you can kill them with (two of your three) spells! So you could say they&#x27;re target practice.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Architectural Questions</title>
        <published>2024-05-17T00:00:00+00:00</published>
        <updated>2024-05-17T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/architectural-questions/"/>
        <id>https://www.slowrush.dev/news/architectural-questions/</id>
        
        <summary type="html">&lt;p&gt;The good thing about building an engine just for your game is that it lets your game do things other games can&#x27;t (and it&#x27;s often fun - or at least educational).&lt;&#x2F;p&gt;
&lt;p&gt;The bad thing about building an engine just for your game is that if you want to Frobber something, you first have to build Frobbering into your engine.&lt;&#x2F;p&gt;
&lt;p&gt;The ugly thing about building an engine just for your game is that building an engine means making a lot of choices (what can even be Frobbered?). And - especially when you&#x27;re coming from a non-game-development background - it can be hard to tell whether you&#x27;re making the right choices.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Level Progression</title>
        <published>2024-05-10T00:00:00+00:00</published>
        <updated>2024-05-10T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/level-progression/"/>
        <id>https://www.slowrush.dev/news/level-progression/</id>
        
        <summary type="html">&lt;p&gt;This week, levels have a goal to reach, and reaching the goal loads the next level.&lt;&#x2F;p&gt;
&lt;p&gt;You can also die, and revive players by touching the spawn point again.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Tilemapping</title>
        <published>2024-05-03T00:00:00+00:00</published>
        <updated>2024-05-03T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/tilemapping/"/>
        <id>https://www.slowrush.dev/news/tilemapping/</id>
        
        <summary type="html">&lt;p&gt;This week I added support for tile maps, so levels can be created with the &lt;a href=&quot;https:&#x2F;&#x2F;ldtk.io&#x2F;&quot;&gt;LDTK editor&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Loading Levels</title>
        <published>2024-04-26T00:00:00+00:00</published>
        <updated>2024-04-26T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/loading-levels/"/>
        <id>https://www.slowrush.dev/news/loading-levels/</id>
        
        <summary type="html">&lt;p&gt;This week, I added support for loading levels on the web build.&lt;&#x2F;p&gt;
&lt;p&gt;So now you can try out some basic levels!&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Let Sleeping Atoms Lie</title>
        <published>2024-04-19T00:00:00+00:00</published>
        <updated>2024-04-19T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/let-sleeping-atoms-lie/"/>
        <id>https://www.slowrush.dev/news/let-sleeping-atoms-lie/</id>
        
        <summary type="html">&lt;p&gt;This week, liquids of different densities separate properly - so oil tends to float &lt;em&gt;on&lt;&#x2F;em&gt; water, rather than stay as globs floating &lt;em&gt;in&lt;&#x2F;em&gt; water.&lt;&#x2F;p&gt;
&lt;p&gt;The trick was in rewriting the atom sleep logic, which led to a bit of a performance optimization rollercoaster.&lt;&#x2F;p&gt;
&lt;p&gt;Also, you can cast three spells now, so let&#x27;s have at it!&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Multiplayer Fever Dreams</title>
        <published>2024-04-12T00:00:00+00:00</published>
        <updated>2024-04-12T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/multiplayer-fever-dreams/"/>
        <id>https://www.slowrush.dev/news/multiplayer-fever-dreams/</id>
        
        <summary type="html">&lt;p&gt;Last week, I promised to write a bit more about how multiplayer &lt;em&gt;could&lt;&#x2F;em&gt; work (assuming I find funding for it).&lt;&#x2F;p&gt;
&lt;p&gt;Even the basics of multiplayer are complex, so this update turned out to be a lot of words - and it&#x27;s a bit more technical than normal too. If that&#x27;s not your jam, feel free to skip past the multiplayer theory-crafting.&lt;&#x2F;p&gt;
&lt;p&gt;(After the words re multiplayer, you can play with some sort-of-working oil - yes, we have oil now).&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Boil and Toil</title>
        <published>2024-04-05T00:00:00+00:00</published>
        <updated>2024-04-05T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/boil-and-toil/"/>
        <id>https://www.slowrush.dev/news/boil-and-toil/</id>
        
        <summary type="html">&lt;p&gt;This week, fire learned to boil water into steam, and water and acid now mix to make poison!&lt;&#x2F;p&gt;
&lt;p&gt;I also spent a lot of time on that most thrilling toil known to all small business owners: paperwork.&lt;&#x2F;p&gt;
&lt;p&gt;Wait, no, don&#x27;t leave! Said paperwork might help networked multiplayer happen (maybe). That&#x27;d be cool, right?&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Acid&#x27;s Ire and Burning Fire</title>
        <published>2024-03-29T00:00:00+00:00</published>
        <updated>2024-03-29T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/burning-fire-and-acids-ire/"/>
        <id>https://www.slowrush.dev/news/burning-fire-and-acids-ire/</id>
        
        <summary type="html">&lt;p&gt;This week, I implemented acid and fire! So now you can use acid to eat away the terrain and fire to, well, burn things.&lt;&#x2F;p&gt;
&lt;p&gt;And you can do those things to moving bodies too!&lt;&#x2F;p&gt;
&lt;p&gt;Plus: where there&#x27;s fire, there&#x27;s smoke - so now there&#x27;s smoke too.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Discord and Making a Splash</title>
        <published>2024-03-22T00:00:00+00:00</published>
        <updated>2024-03-22T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/splashing-players/"/>
        <id>https://www.slowrush.dev/news/splashing-players/</id>
        
        <summary type="html">&lt;p&gt;This week, a wild Slow Rush Discord server appears! And I reflect a bit on writing these updates.&lt;&#x2F;p&gt;
&lt;p&gt;What&#x27;s that you say? Something about a game? Oh, right, that!&lt;&#x2F;p&gt;
&lt;p&gt;Well, you can now jump into water to splash it around, push falling sand &amp;amp; brick atoms out of the way, get buried by them, and (usually) dig yourself out - all the good stuff.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Atomic Holes and Multiplayer</title>
        <published>2024-03-15T00:00:00+00:00</published>
        <updated>2024-03-15T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/fixing-holes-and-multiplayer/"/>
        <id>https://www.slowrush.dev/news/fixing-holes-and-multiplayer/</id>
        
        <summary type="html">&lt;p&gt;This week, it&#x27;s my birthday!&lt;&#x2F;p&gt;
&lt;p&gt;To celebrate, I fixed the biggest outstanding bug in the &quot;moving bodies to atoms&quot; physics bridge: terrain can now have holes in it, without glitching out moving bodies!&lt;&#x2F;p&gt;
&lt;p&gt;Plus, the game now supports multiple players, including via gamepad controllers!&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Designing a Magic System</title>
        <published>2024-03-08T00:00:00+00:00</published>
        <updated>2024-03-08T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/designing-a-magic-system/"/>
        <id>https://www.slowrush.dev/news/designing-a-magic-system/</id>
        
        <summary type="html">&lt;p&gt;The prototype&#x27;s &lt;del&gt;pixel&lt;&#x2F;del&gt; atom physics are coming along nicely, so this week I had a think about the other big part of the game: spell casting.&lt;&#x2F;p&gt;
&lt;p&gt;A neat physics system is fun for a bit, but it does get old pretty quick without some kind of goal like killing baddies, and in my unbiased opinion, killing baddies is way more fun when you have cool spells.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Playing Nice with Moving Bodies</title>
        <published>2024-03-01T00:00:00+00:00</published>
        <updated>2024-03-01T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/playing-nice-with-moving-bodies/"/>
        <id>https://www.slowrush.dev/news/playing-nice-with-moving-bodies/</id>
        
        <summary type="html">&lt;p&gt;This week, atoms finally play nice with moving bodies thanks to &lt;a href=&quot;&#x2F;news&#x2F;particles-for-real-this-time&quot;&gt;last week&#x27;s particles&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;That means you can fling a moving body into water and the water makes a little wave, and moving bodies &amp;amp; players don&#x27;t have their movement blocked by falling sand anymore! (Oh, also, atom movement is vaguely plausible again, unlike last week - yay!)&lt;&#x2F;p&gt;
&lt;p&gt;There was a lot of fiddling to get this all somewhat working, so let&#x27;s get our feet wet.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Particles, for real this time</title>
        <published>2024-02-23T00:00:00+00:00</published>
        <updated>2024-02-23T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/particles-for-real-this-time/"/>
        <id>https://www.slowrush.dev/news/particles-for-real-this-time/</id>
        
        <summary type="html">&lt;p&gt;This week I had a second shot at implementing particles, which are my planned solution for stopping
atoms from crushing moving bodies (so that dropping sand on a box doesn&#x27;t cause the box to flip out).&lt;&#x2F;p&gt;
&lt;p&gt;And this time it worked! Or at least, the &lt;em&gt;particle&lt;&#x2F;em&gt; implementation worked. And I added a neat time travel debugging feature to help figure out why the rest of things weren&#x27;t working.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Making Atoms Kinetic</title>
        <published>2024-02-16T00:00:00+00:00</published>
        <updated>2024-02-16T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/kinetic-atoms/"/>
        <id>https://www.slowrush.dev/news/kinetic-atoms/</id>
        
        <summary type="html">&lt;p&gt;This week I can confidently say that falling sand no longer &lt;em&gt;completely&lt;&#x2F;em&gt; crushes a moveable body that it falls onto! (It does still crush it a lot, which isn&#x27;t the best, but we&#x27;ll get to that.)&lt;&#x2F;p&gt;
&lt;p&gt;First, a small announcement: I&#x27;ve formally resigned from my day job! I had already been working on this fulltime via extended leave, but from March 2nd onwards it&#x27;ll be official. That did mean that I spent &lt;em&gt;entirely way too much&lt;&#x2F;em&gt; time this week wrapping day job things up, but now that it&#x27;s mostly done I can get back to focusing on making physics pixels move around semi-predictably.&lt;&#x2F;p&gt;
&lt;p&gt;Secondly, some terminology: I&#x27;m sick of writing &quot;physics pixels&quot;, so let&#x27;s call them &quot;atoms&quot;. They&#x27;re the smallest indivisible unit of our game, and we know for a &lt;em&gt;fact&lt;&#x2F;em&gt; that atoms cannot be divided further, so the shoe fits.&lt;&#x2F;p&gt;
&lt;p&gt;Now, back to our usual programming: let&#x27;s talk about inertia, and our blatant disregard of it.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Optimizing the Physics Bridge</title>
        <published>2024-02-09T00:00:00+00:00</published>
        <updated>2024-02-09T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/optimizing-physics-bridge/"/>
        <id>https://www.slowrush.dev/news/optimizing-physics-bridge/</id>
        
        <summary type="html">&lt;p&gt;We&#x27;re back with another Wizard-Pixels-flavored update, again on duct-taping together two physics worlds!&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a href=&quot;&#x2F;news&#x2F;bridging-physics-worlds&quot;&gt;Last time&lt;&#x2F;a&gt; we ended up with moving (rigid body) colliders being created from physics-pixels, and physics-pixels were stopped by fixed rigid body colliders - so you could stack boxes on top of a sand pile, and sand would be stopped by fixed platforms.&lt;&#x2F;p&gt;
&lt;p&gt;This week, well, you can still mainly do those things. But! Wait! Don&#x27;t leave! This week it performs at least 10x better, which makes it actually playable! And you can draw custom moving bodies, and actually walk on the sand as a player too - both of which are sort of neat.&lt;&#x2F;p&gt;
&lt;p&gt;How is this black magic possible? Let me tell you!&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Bridging Physics Worlds</title>
        <published>2024-02-02T00:00:00+00:00</published>
        <updated>2024-02-02T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/bridging-physics-worlds/"/>
        <id>https://www.slowrush.dev/news/bridging-physics-worlds/</id>
        
        <summary type="html">&lt;p&gt;Welcome back! The game will have physics taking part in the magic system, and currently it has two types of physics in it: &quot;pixel physics&quot; (falling sand, flowing water, etc) and &quot;rigid body physics&quot; (boxes, balls, etc).&lt;&#x2F;p&gt;
&lt;p&gt;More physics is better, right? Sure, except for that right now they can&#x27;t interact with each other at all. Which means a ball will fall straight through a sand pile. Or water falls straight through platforms rather than flowing around it. Not very good, so let&#x27;s fix it!&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Pixel Perfect Rendering</title>
        <published>2024-01-26T00:00:00+00:00</published>
        <updated>2024-01-26T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/pixel-perfect-rendering/"/>
        <id>https://www.slowrush.dev/news/pixel-perfect-rendering/</id>
        
        <summary type="html">&lt;p&gt;In last week&#x27;s playable demo, the edge of the world would jitter back and forth about the width of a pixel when you moved your character - which looked terrible and was very distracting.&lt;&#x2F;p&gt;
&lt;p&gt;This was caused by the rendering (the camera) not being &quot;pixel perfect&quot;, and - I&#x27;m not going to lie - fixing it was a hell of a rabbit hole! You might think it&#x27;s a trivial problem to solve, but each game has slightly different constraints, so let&#x27;s take a quick tour through the many different aspects of it!&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Making Platforming Feel Good</title>
        <published>2024-01-19T00:00:00+00:00</published>
        <updated>2024-01-19T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/adding-platforming/"/>
        <id>https://www.slowrush.dev/news/adding-platforming/</id>
        
        <summary type="html">&lt;p&gt;This week, I added physics-based platforming support - so now you can control a little box who can move around, jump and push some balls around.&lt;&#x2F;p&gt;
&lt;p&gt;Making movement feel good is really tricky! For example, real life physics would lead you to think that a jump makes you travel in a parabola, so that the time taken to reach the peak of your jump is the same as the time to fall from the peak to the ground... but in a game, that feels terrible!&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>Choosing an Engine</title>
        <published>2024-01-12T00:00:00+00:00</published>
        <updated>2024-01-12T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/engine-deliberations/"/>
        <id>https://www.slowrush.dev/news/engine-deliberations/</id>
        
        <summary type="html">&lt;p&gt;This week, I ported my &quot;game&quot; to two different Rust game engines. Why &lt;em&gt;two&lt;&#x2F;em&gt; engines? Why Rust? Let&#x27;s dive in!&lt;&#x2F;p&gt;
&lt;p&gt;As a reminder, I&#x27;m &lt;a href=&quot;https:&#x2F;&#x2F;www.slowrush.dev&#x2F;news&#x2F;concept&#x2F;&quot;&gt;aiming for a 2D game with &quot;pixel physics for PC&quot;&lt;&#x2F;a&gt;, which means it has some high level requirements from any engine...&lt;&#x2F;p&gt;
</summary>
        
    </entry>
    <entry xml:lang="en">
        <title>The Game So Far</title>
        <published>2024-01-05T00:00:00+00:00</published>
        <updated>2024-01-05T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Asparck
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://www.slowrush.dev/news/concept/"/>
        <id>https://www.slowrush.dev/news/concept/</id>
        
        <summary type="html">&lt;p&gt;New year, new adventure!&lt;&#x2F;p&gt;
&lt;p&gt;I&#x27;m making this thing a little more official by spinning up a website so people can follow along, so let&#x27;s talk a bit about what game we&#x27;re aiming to build.&lt;&#x2F;p&gt;
</summary>
        
    </entry>
</feed>
