
GameMaker Culling and Optimization for Stable FPS
How we cull off-screen instances, lights and effects in GameMaker to keep Mokgard's battles at a stable frame rate, plus the culling bugs that fooled us.
Notes from the studio: how we build our games, what broke along the way and what we learned fixing it.

How we cull off-screen instances, lights and effects in GameMaker to keep Mokgard's battles at a stable frame rate, plus the culling bugs that fooled us.

How we built Mokgard's GameMaker audio system on Vinyl: 139 sound events, voice priority, virtual emitters for 29 lamps, bar-synced music and the pitfalls.

A game UI redesign from the engineering side: how LoreKeeper went from tabs and modals to a title screen, a book-like play view and audio, behind flags.

LLM regression testing for a game AI: how a model swap turned spells into attacks, the replay bench on real D&D turns that confirmed it, and the one-line fix.

Mokgard 0.1.0 Beta devlog: a rebuilt interface, a reworked Assault mode with four new maps, and the first playable steps of the campaign with war map and camp.

Mokgard 0.0.3 Alpha devlog: units now move and attack in any direction, a new Assault battle mode with three maps, and dynamic terrain effects in battle.

Mokgard 0.0.2 Alpha devlog: a new Transport battle mode with three maps, unit equipment with up to 3 items per unit, and the first random battle events.