Feral Flowers hits 1,000 commits


Continuing with our streak of essentially useless devlogs, Feral Flowers today passed the 1,000 commit mark.

For those who've not been sucked down the software development rabbit hole, teams often use a so-called version control system to track when a project's code has been changed, and by whom. Within that, a commit is a single contribution to the project.

The thousandth commit, lovingly titled 'world 9 template' (as you'll see above), added a stage that we can easily duplicate when creating new stages for world 9. This is a deviation of sorts from our usual late-night commits, invariably labelled with such razor-sharp summaries as 'monday', 'urgh', or expletives.

Also possibly of interest to the big nerds among you - in the stacked bar - are the proportions of the languages used in the project. These are:

  • GDScript: 96.7% - this is what we've used to write the game's logic, perhaps unsurprisingly
  • Shell: 2.5% - mostly build scripts
  • Python: 0.8% - for an import cleanup tool that would've been painful as a shell script

We also track changes to the game's assets, which - sadly - we can't get an easy metric for. It'd be more like 49% images and 49% music if that were the case.

Anyway: though this milestone is without meaning in and of itself, it does remind us that the project has become relatively big. We hope you'll have a good time with your 1,000+ commits' worth of content.【星川】

The above picture frame was stolen and badly shopped from this beautiful specimen.

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