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N21: Style tweaks (#628)
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content/news/021/index.md

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@@ -133,7 +133,7 @@ and try to find a way home!
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The Submariner was made with the [Macroquad][macroquad] game engine
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and [hecs] was used as the Entity-Component-System (ECS) data structure.
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[_Click here to play the Submariner in your browser_][submariner-itch]
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[Click here to play the Submariner in your browser.][submariner-itch]
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_Discussions: [ldjam.com][submariner-ldjam]_
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@@ -210,15 +210,14 @@ This month:
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![A demonstration of the Project YAWC map editor](project_yawc_map_editor.png)
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Project YAWC is a turn-based strategy game built in GGEZ, being developed
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by junkmail.
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Project YAWC ([Twitter](https://twitter.com/ProjectYawc)) is a turn-based
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strategy game built in GGEZ, being developed by junkmail.
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April saw the release of Alpha 5, including the integrated map editor, alongside
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balance changes and unit additions.
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_Contact:
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[Twitter](https://twitter.com/ProjectYawc),
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[Alpha Access Request Form](https://forms.gle/w22ohPGNk58fo9bv6)_
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An [alpha access request form](https://forms.gle/w22ohPGNk58fo9bv6) is available,
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if you want to try it out.
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### [The Process]
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![Improved text rendering](pglowrpg_progress.jpg)
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[pGLOWrpg][pglowrpg-github] by [@Roal_Yr]
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pGLOWrpg ([GitHub][pglowrpg-github], [Twitter][pglowrpg-twitter]) by [@Roal_Yr]
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is a Procedurally Generated Living Open World RPG,
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a long-term project in development, which aims to be a narrative text-based game
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with maximum portability and accessibility.
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- Text wrap implemented.
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- Fallback modes for text printing implemented.
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_Discussions: [Twitter][pglowrpg-twitter]_
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[@Roal_Yr]: https://twitter.com/Roal_Yr
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[pglowrpg-twitter]: https://twitter.com/pglowrpg
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[pglowrpg-github]: https://github.com/roalyr/pglowrpg
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together with sprite sheet loading and sprite animations
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which will be integrated into the engine later.
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Default 2D renderer renders sprites with auto-batching,
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The default 2D renderer renders sprites with auto-batching,
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so all sprites are rendered in single instanced draw call,
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allowing rendering millions of sprites in one frame.
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Rendering is done with [`sierra`] - Vulkan-like graphics API with
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batteries included.
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Arcana uses [`hecs`] as ECS and rolls its own simplistic `System` trait
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to define and run systems, once per frame or with fixed steps.
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[`rapier`] physics is integrated for 2D cases, but system is kept opt-in.
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Stay tuned for updates.
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allowing rendering millions of sprites in one frame. Rendering
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is done with [`sierra`] - a Vulkan-like graphics API with
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batteries included. The engine also uses [`hecs`] as its ECS,
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and rolls its own simplistic `System` trait to define and run
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systems, once per frame or with fixed steps. [`rapier`] physics
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is integrated for 2D cases, but this system is kept opt-in.
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[Arcana]: https://github.com/zakarumych/arcana
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[`sierra`]: https://github.com/zakarumych/sierra

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