Devlog · June 26, 2026
Rebuilding the resolver
Refactoring the entire gameplay engine
Update
When I originally built the game, I created a play resolver and tried to map the UI to the outcome of the resolver. This was just a mess. So I’ve spent the past week or so rebuilding how the UI works. Rather than a play being predetermined prior to a snap, the resolvers runs every “tick” which is about 30ms. Been a lot of work, but it’s looking good so far.
Current Dev
Created the strategy/tendency process for human and CPU teams. This is your basic run X%, pass X%, blitz X% type of build. It’s very important as CPU teams will be built out using these patterns (with jitters) when creating leagues.
Doing a lot of UI work. I haven’t shared any screen shots because it looks like crap. No concerns here since I’ve been focused on the mechanics. Want to get the UI polished up now.