Dev Diary: The Journey Continues!
Hey folks! Time for another update on how things are going on the re-code. Hopefully this sheds some light on where things are at, and how things are going. It hurts to let Vault go so long without any content updates, but both Shu and I are working around the clock here to get things going as quickly as possible!
It's been good progress the last 2 weeks. Shu is offically onboard now as a fulltime developer, and we've been working well together! There has been a lot of time spent with data migration scripts which... aren’t the funnest. Thankfully Shu is a data wizard and now we have most of that all locked down, so it will be more front end progress from here on out!
Let's show some previews!
[h2]Run History[/h2]
Shu has been hard at work getting the Run History and Statistics side of things all sorted. Not only did this include the visual side of things, but also included getting all the old data formats converted to the new JSON. This is now all 100% setup and working, and even all the old stats have been migrated over and displayed correctly.
All Run History results will be merged over from the old version seamlessly, so you’ll be able to continue tracking your past victories without issue!

The Run Result screen has been rebuilt and now allows for scrolling on Mobile and smaller screen, however we’ve done what we can to ensure that on default PC screens (1920x1080) and higher, this Run Result screen won’t scroll, so will fit perfectly into the single page screenshots we love to see!

[h2]Pre Fight Screen[/h2]
Next up on the list was the Pre Fight Screen -- I had to spend a bit of time on this to get it right. One of the main things I needed to ensure was that on smaller screens (Mobile, small PC and Switch etc), the screen would condense the information in a few ways. Firstly, it won’t show the card reward by default, to save space to show the enemies. It will also use the new “Condensed Card Frames”, which Sanjeev is blazing through now!


I know some of you may prefer the condensed version, even when not on mobile. So there is now also an option to enable these by default! Also, these new frames may be used on one of the new Classes, as they need a bit more .... space, for extra things :)
[h2]Map Screen[/h2]
This was by far the most complex thing I’ve needed to work on so far, and there were many interwoven bits and pieces that had to be moved over. Performance wise, this screen's optimization is so much better, and seems to run really smooth on even the low end test phones here!
Next on the list was the player data bar (the bar that runs along the top of the screen). This was the bane of my existence in the original project, just due to the dynamic length and segment size, and limitations with the tools at the time. However now, I’ve managed to get this to be fully flexible and scalable, at all resolutions and locales! The Void Stone bar track also changes size if you’re on a smaller screen.
I’ve also redone the Tooltip system to be super flexible, mapping the screen at the time and checking where is the best place to display the tooltips (cause yeah, Vault kinda has a lot of those...).
[h2]Controller Support[/h2]
I’ve spent some time going back over screens already done and implementing the new Controller support as well. I gave this code a refresh, and it seems to be working much better now as well. This will be something that continues throughout the rework, but it will definitely be done and included when it goes live.
[h2]In Closing[/h2]
Progress Has started today with Shu moving on to the Instability Screen, whilst I now wrap up the Post Fight rewards. After that, we’ll start moving onto events and I’ll finally tackle the big beast, the Battle Screen!

Thank you so much for everyone's patience and support. We’ve still got a bit to go here, but we’re working as hard as we can! I’ve settled back into the 4am wake up schedule to get as much done everyday. I’ll continue to keep these Dev Diarys going every 2 weeks so you’re all well aware of where we’re at.
Until next time, thanks for all those lovely comments, and the reviews as well! Its so nice to have a supportive community like Vault does, and they’re lovely to read at the end of a long (and tiring) day!
All for now,
- Josh

It's been good progress the last 2 weeks. Shu is offically onboard now as a fulltime developer, and we've been working well together! There has been a lot of time spent with data migration scripts which... aren’t the funnest. Thankfully Shu is a data wizard and now we have most of that all locked down, so it will be more front end progress from here on out!
Let's show some previews!
[h2]Run History[/h2]
Shu has been hard at work getting the Run History and Statistics side of things all sorted. Not only did this include the visual side of things, but also included getting all the old data formats converted to the new JSON. This is now all 100% setup and working, and even all the old stats have been migrated over and displayed correctly.
All Run History results will be merged over from the old version seamlessly, so you’ll be able to continue tracking your past victories without issue!

The Run Result screen has been rebuilt and now allows for scrolling on Mobile and smaller screen, however we’ve done what we can to ensure that on default PC screens (1920x1080) and higher, this Run Result screen won’t scroll, so will fit perfectly into the single page screenshots we love to see!

[h2]Pre Fight Screen[/h2]
Next up on the list was the Pre Fight Screen -- I had to spend a bit of time on this to get it right. One of the main things I needed to ensure was that on smaller screens (Mobile, small PC and Switch etc), the screen would condense the information in a few ways. Firstly, it won’t show the card reward by default, to save space to show the enemies. It will also use the new “Condensed Card Frames”, which Sanjeev is blazing through now!


I know some of you may prefer the condensed version, even when not on mobile. So there is now also an option to enable these by default! Also, these new frames may be used on one of the new Classes, as they need a bit more .... space, for extra things :)
[h2]Map Screen[/h2]
This was by far the most complex thing I’ve needed to work on so far, and there were many interwoven bits and pieces that had to be moved over. Performance wise, this screen's optimization is so much better, and seems to run really smooth on even the low end test phones here!
Next on the list was the player data bar (the bar that runs along the top of the screen). This was the bane of my existence in the original project, just due to the dynamic length and segment size, and limitations with the tools at the time. However now, I’ve managed to get this to be fully flexible and scalable, at all resolutions and locales! The Void Stone bar track also changes size if you’re on a smaller screen.
I’ve also redone the Tooltip system to be super flexible, mapping the screen at the time and checking where is the best place to display the tooltips (cause yeah, Vault kinda has a lot of those...).
[h2]Controller Support[/h2]
I’ve spent some time going back over screens already done and implementing the new Controller support as well. I gave this code a refresh, and it seems to be working much better now as well. This will be something that continues throughout the rework, but it will definitely be done and included when it goes live.
[h2]In Closing[/h2]
Progress Has started today with Shu moving on to the Instability Screen, whilst I now wrap up the Post Fight rewards. After that, we’ll start moving onto events and I’ll finally tackle the big beast, the Battle Screen!

Thank you so much for everyone's patience and support. We’ve still got a bit to go here, but we’re working as hard as we can! I’ve settled back into the 4am wake up schedule to get as much done everyday. I’ll continue to keep these Dev Diarys going every 2 weeks so you’re all well aware of where we’re at.
Until next time, thanks for all those lovely comments, and the reviews as well! Its so nice to have a supportive community like Vault does, and they’re lovely to read at the end of a long (and tiring) day!
All for now,
- Josh
