Full notes
Full Coilbound update
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What changed
- Compatibility
- Gameplay
This week I started on a native Linux version. I noticed that the default SDL2 dev library on Linux is now just a compatibility layer (sdl2-compat) to SDL3. To avoid any middleware related complexity, and as I knew I eventually had to migrate at some point anyway I decided that it was time. Besides realtime audio handling getting a larger overhaul, most things were basically just renames so in all it was fairly quick to get basic functionality in Mac, Windows and Linux working again. There's still some audio latency issues on Windows and fullscreen scaling / handling for all platforms to look into etc, but I'm very happy to have gotten this far as this has been looming in the backlog since day one!
For Linux development I actually used my Steam Deck. After switching to desktop mode I ran distrobox which it comes with since recent versions to create an Arch linux container for the dev environment, along with using pacman to install base-devel, cmake and sdl3. All I had to do in the end was to cobble together a working CMakeLists.txt file to build the executable. Privileges are a bit more locked down on the Deck, and installed packages can easily be wiped on updates so a container seemed like a good solution, and well worth knowing that it indeed can be used as a simple dev machine.
Regarding Japanese translation I decided that I will try to go with adding N5, N4 and some custom favourite/usable Kanjis and do an initial translation by myself to begin with. It could be a fun exercise and opportunity to learn a bit more.
Changelog:
add N5 kanjis to sheet
move level index containers from world to config so that save games can be deleted without loading the whole savefile
fix selector fov to not progress diagonally if adjacent tiles are blocking
rename asset names to final versions
separate resource and writable storage paths
migrate to SDL3
build on Linux
test initial Steam Deck build
Source
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