<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>SHADOWFRAG blog</title><link>https://shadowfrag.com/blog/</link><description>Development updates and guides to movement, input, maps and multiplayer.</description><language>en</language><item><title>64 players, and what happened at 128</title><link>https://shadowfrag.com/blog/capacity-beyond-64/</link><guid isPermaLink="true">https://shadowfrag.com/blog/capacity-beyond-64/</guid><description>Three clean runs confirmed a 128-client Highlands research workload. Dense fights and higher counts exposed different limits, so the game remains capped at 64 players including bots.</description><pubDate>Tue, 27 Oct 2026 02:14:00 GMT</pubDate></item><item><title>Removing work between input and the server</title><link>https://shadowfrag.com/blog/less-work-between-input-and-server/</link><guid isPermaLink="true">https://shadowfrag.com/blog/less-work-between-input-and-server/</guid><description>I changed storage, network waiting and retry ownership to remove work before messages leave. The measured gains belong to specific 64-client tests, with their failed baseline kept visible.</description><pubDate>Mon, 26 Oct 2026 18:00:00 GMT</pubDate></item><item><title>Getting Shogun bots across the Highlands</title><link>https://shadowfrag.com/blog/shogun-bots-across-the-highlands/</link><guid isPermaLink="true">https://shadowfrag.com/blog/shogun-bots-across-the-highlands/</guid><description>Highlands bots were fighting in the north and scarcely attacking the south. I traced the imbalance to squad deployment, capture decisions and a bridge their navigation could not cross.</description><pubDate>Mon, 26 Oct 2026 17:00:00 GMT</pubDate></item><item><title>Giving SHADOWFRAG its sound</title><link>https://shadowfrag.com/blog/giving-shadowfrag-its-sound/</link><guid isPermaLink="true">https://shadowfrag.com/blog/giving-shadowfrag-its-sound/</guid><description>The sound pass follows actions from preparation to recovery, adds wordless ninja voices and tutorial narration, and introduces a studio for hearing edits in the running game.</description><pubDate>Mon, 26 Oct 2026 16:00:00 GMT</pubDate></item><item><title>Keeping multiplayer updates fresh</title><link>https://shadowfrag.com/blog/keeping-multiplayer-updates-fresh/</link><guid isPermaLink="true">https://shadowfrag.com/blog/keeping-multiplayer-updates-fresh/</guid><description>Star-heavy tests showed clients receiving traffic without getting a fresh scene. I traced the delivery stages, kept the changes that held up and retained the mixed follow-up results.</description><pubDate>Sun, 25 Oct 2026 12:00:00 GMT</pubDate></item><item><title>SHADOWFRAG is a Movement FPS</title><link>https://shadowfrag.com/blog/movement-fps/</link><guid isPermaLink="true">https://shadowfrag.com/blog/movement-fps/</guid><description>The game has grown from close arena fights into conquest, training and a story mission. Movement remains the skill that connects those different ways to play.</description><pubDate>Sun, 25 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Building Shogun Highlands</title><link>https://shadowfrag.com/blog/building-shogun-highlands/</link><guid isPermaLink="true">https://shadowfrag.com/blog/building-shogun-highlands/</guid><description>Highlands needed useful fights at each settlement as well as routes between them. I built walking connections first, then added exposed skyways for faster crossings.</description><pubDate>Sat, 24 Oct 2026 12:00:00 GMT</pubDate></item><item><title>A HUD for duels and distant objectives</title><link>https://shadowfrag.com/blog/hud-and-tactical-map/</link><guid isPermaLink="true">https://shadowfrag.com/blog/hud-and-tactical-map/</guid><description>A duel needs clear aim and weapon information; Shogun also needs ownership, supply and routes. The HUD editor and tactical map let those needs share the screen.</description><pubDate>Sat, 24 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Precision Dojo: aim training with ninja movement</title><link>https://shadowfrag.com/blog/precision-dojo/</link><guid isPermaLink="true">https://shadowfrag.com/blog/precision-dojo/</guid><description>Precision Dojo gives you fourteen offline forms for reading the game’s movement, from lateral tracking to airborne fights with your own weapon settings.</description><pubDate>Sat, 24 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Shogun: conquest across the Highlands</title><link>https://shadowfrag.com/blog/shogun-conquest/</link><guid isPermaLink="true">https://shadowfrag.com/blog/shogun-conquest/</guid><description>Shogun spreads a team fight across six settlements and twelve outposts. Capturing the supporting ground opens the next attack and keeps reinforcements supplied.</description><pubDate>Sat, 24 Oct 2026 12:00:00 GMT</pubDate></item><item><title>The Crimson Path: learning the game by playing it</title><link>https://shadowfrag.com/blog/the-crimson-path/</link><guid isPermaLink="true">https://shadowfrag.com/blog/the-crimson-path/</guid><description>The Crimson Path introduces movement, weapons and linked captures through a mission. Each new tool arrives with an encounter that gives you a reason to use it.</description><pubDate>Sat, 24 Oct 2026 12:00:00 GMT</pubDate></item><item><title>A texture change I can undo</title><link>https://shadowfrag.com/blog/a-texture-change-i-can-undo/</link><guid isPermaLink="true">https://shadowfrag.com/blog/a-texture-change-i-can-undo/</guid><description>Texture Workshop lets me try a surface across maps before applying it. The harder part was making a batch change recoverable without overwriting later map edits.</description><pubDate>Thu, 22 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Recording a match I can inspect</title><link>https://shadowfrag.com/blog/demos-for-players-and-referees/</link><guid isPermaLink="true">https://shadowfrag.com/blog/demos-for-players-and-referees/</guid><description>Native demos let me change viewpoint and inspect the server’s decisions after a match. They also need to show what was never recorded and what a client report cannot prove.</description><pubDate>Thu, 22 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Making the menu fit the game</title><link>https://shadowfrag.com/blog/making-the-menu-fit-the-game/</link><guid isPermaLink="true">https://shadowfrag.com/blog/making-the-menu-fit-the-game/</guid><description>The menu had gained more options than its original layout could comfortably explain. I reorganized settings and previews, then checked that precise values survived editing and saving.</description><pubDate>Thu, 22 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Small geometry. Big personality.</title><link>https://shadowfrag.com/blog/small-geometry-big-personality/</link><guid isPermaLink="true">https://shadowfrag.com/blog/small-geometry-big-personality/</guid><description>I refined hats, weapons and effects around shapes you can recognize during a fight. More detail only helped when it made the ninja or the action clearer.</description><pubDate>Thu, 22 Oct 2026 12:00:00 GMT</pubDate></item><item><title>An atlas made from the game</title><link>https://shadowfrag.com/blog/twenty-one-live-maps/</link><guid isPermaLink="true">https://shadowfrag.com/blog/twenty-one-live-maps/</guid><description>I built the map atlas from engine captures so players could inspect real routes. The original twenty-map work is preserved here, with later updates to the roster.</description><pubDate>Thu, 22 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Why I stopped the server limit at 64</title><link>https://shadowfrag.com/blog/why-the-limit-is-64/</link><guid isPermaLink="true">https://shadowfrag.com/blog/why-the-limit-is-64/</guid><description>An 80-client run completed, but its slower action results made it a poor basis for raising the limit. I kept the game at 64 players including bots.</description><pubDate>Thu, 22 Oct 2026 12:00:00 GMT</pubDate></item><item><title>A ninja that moves like a ninja</title><link>https://shadowfrag.com/blog/a-ninja-that-moves-like-a-ninja/</link><guid isPermaLink="true">https://shadowfrag.com/blog/a-ninja-that-moves-like-a-ninja/</guid><description>The movement worked before the body explained it clearly. I added directional flips and short local effects while keeping animation separate from combat collision.</description><pubDate>Wed, 21 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Teaching the network to say less</title><link>https://shadowfrag.com/blog/a-smaller-language-for-combat/</link><guid isPermaLink="true">https://shadowfrag.com/blog/a-smaller-language-for-combat/</guid><description>I was sending appearance data and empty fields more often than the game needed them. Removing that repetition reduced traffic while preserving the facts used to decide a hit.</description><pubDate>Wed, 21 Oct 2026 12:00:00 GMT</pubDate></item><item><title>A weapon does not have one network price</title><link>https://shadowfrag.com/blog/measuring-the-price-of-a-bow/</link><guid isPermaLink="true">https://shadowfrag.com/blog/measuring-the-price-of-a-bow/</guid><description>My first model underestimated outgoing traffic in two final runs. I revised it to account for player-to-player traffic and checked it against new configurations.</description><pubDate>Wed, 21 Oct 2026 12:00:00 GMT</pubDate></item><item><title>A fast frame is only half the story</title><link>https://shadowfrag.com/blog/vulkan-and-the-input-loop/</link><guid isPermaLink="true">https://shadowfrag.com/blog/vulkan-and-the-input-loop/</guid><description>Drawing a frame quickly does not tell me how long an action waited to be processed. I separated those jobs, then measured a smaller rendering change on its own.</description><pubDate>Wed, 21 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Showing the movement, then the match</title><link>https://shadowfrag.com/blog/guided-tour/</link><guid isPermaLink="true">https://shadowfrag.com/blog/guided-tour/</guid><description>A fast fight can hide how the movement works. I built the tour around separate demonstrations, then used a local bot match to show the same actions together.</description><pubDate>Tue, 20 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Testing the map while I build it</title><link>https://shadowfrag.com/blog/inside-map-studio/</link><guid isPermaLink="true">https://shadowfrag.com/blog/inside-map-studio/</guid><description>A route can look right from above and fail under a player’s feet. Map Studio uses the game’s movement and collision so I can find those problems while building it.</description><pubDate>Tue, 20 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Seeing an object before I place it</title><link>https://shadowfrag.com/blog/placing-an-idea-in-the-world/</link><guid isPermaLink="true">https://shadowfrag.com/blog/placing-an-idea-in-the-world/</guid><description>I wanted to try an object against a route before adding it to the map. Placement now starts with a preview that can be moved, rotated or cancelled.</description><pubDate>Tue, 20 Oct 2026 12:00:00 GMT</pubDate></item><item><title>More than a single shot</title><link>https://shadowfrag.com/blog/from-instagib-to-shadowfrag/</link><guid isPermaLink="true">https://shadowfrag.com/blog/from-instagib-to-shadowfrag/</guid><description>The game had grown beyond ninja instagib. Renaming it meant finding room for those new fights while carrying existing settings, packages and tools along with it.</description><pubDate>Mon, 19 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Making room for the bow—and the target</title><link>https://shadowfrag.com/blog/making-room-for-the-bow/</link><guid isPermaLink="true">https://shadowfrag.com/blog/making-room-for-the-bow/</guid><description>The bow needed to show its draw without covering the opponent. I revised its first-person framing and checked how much of the aiming area it occupied.</description><pubDate>Mon, 19 Oct 2026 12:00:00 GMT</pubDate></item><item><title>The game I am building</title><link>https://shadowfrag.com/blog/welcome/</link><guid isPermaLink="true">https://shadowfrag.com/blog/welcome/</guid><description>SHADOWFRAG began with one-shot ninja fights. As I added weapons and objectives, I kept coming back to movement that gives you useful choices in every kind of match.</description><pubDate>Mon, 19 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Building a movement vocabulary</title><link>https://shadowfrag.com/blog/movement-is-your-first-weapon/</link><guid isPermaLink="true">https://shadowfrag.com/blog/movement-is-your-first-weapon/</guid><description>A leap, an air step and a shadow warp become more useful when they work together. Here is how I connected the movement controls and the routes built around them.</description><pubDate>Sun, 18 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Shorter leaps, better room to fight</title><link>https://shadowfrag.com/blog/shorter-leaps-better-duels/</link><guid isPermaLink="true">https://shadowfrag.com/blog/shorter-leaps-better-duels/</guid><description>Players were covering a lot of ground in a very short jump. I reduced horizontal travel while keeping the height, airtime and movement combinations intact.</description><pubDate>Sun, 18 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Letting the rules change the fight</title><link>https://shadowfrag.com/blog/your-arena-your-rules/</link><guid isPermaLink="true">https://shadowfrag.com/blog/your-arena-your-rules/</guid><description>I separated objectives, weapons and protection so you can change the kind of fight on a familiar map. That also meant teaching the bots what each match asks them to do.</description><pubDate>Sun, 18 Oct 2026 12:00:00 GMT</pubDate></item></channel></rss>