Mid-June Update

Hey guys,

Some bigger news this week. In the interest of paddling ourselves out of the recent developmental doldrums, we’ve brought a new developer on board. They come highly recommended, and have previous experience working with Goldie on other things. They’re still in the process of getting acclimitised to the project, but they specialise in back-end workings, so I’m confident they’ll be of help. I hope you all appreciate as much as I do someone who’s willing to put in this kind of work in their free time, as the rest of the team do.

Crimson has been able to fix a number of map issues and a majority of the GUI issues. There’s still a few things that need fixing, but with these big fixes complete, and our new pair of hands, we can redouble our efforts on working toward the next update. We can’t expect an immediate boost from a new member, as there’s lots for them to learn and familiarise themselves with before they can contribute, but if all goes well it should help us out in the long term.

Apologies for the lack of Codex updates – I have at least finally been able to get that x-ray. I’ll know more about what they can do for my pain problem next week.

Until next time!

June Update

Hey guys,

Did some more work on our dialogue system this week with Goldie, who’s had a busy few weeks. We’re working on roughing together dialogue instances so that we can test and learn the system. Goldie’s managed to create a foundation so that generated enemies can take dialogue references into them, the goal right now is to create a generic way to handle scene flow so that we can then replicate and reuse it.

Made some new additions to the Codex. I do have a timeline I’m working on for Sunrest and the continent’s general history that’s nearing completion. Added some bits about one of the city’s districts to the codex and more information on the Shadowless. I’ll be adding more about the districts next, since Sunrest will likely be the game’s first city, as well as the capital, it demands the most attention. The more hooks and details in the codex, the easier I, and later, others, will find it to pick up ideas and threads for writing.

Apologies if this one’s a bit clipped – making another run at quitting smoking. Down to just 3-4 a day, but I’m feeling it. Love you all.

Mid-May Update

Hey guys,

Updated the Codex today. I’ve also been drafting up some quest and narrative ideas centered on the new additions, like the leader of Pyrexia being the mother of the King’s Advisor, and helping a Vulpen engineer working on a prototype bra designed for Apien workers. I’m doing most writing from my bed until I’m able to get my hip X-rayed or at least get a regular prescription for pain relief – just waiting on the appointment, still. If I can get my tablet working with my laptop, I might be able to do my arting there too. I’ve been aiming to address questions and queries you’ve brought up in the Codex thread, thank you for those.

Still providing all the support I can for the rest of the team. We all appreciate the moral support and well-wishes from you all, too. Goldie for her part has limited access to the codebase with the merge in progress, but has been able to tinker and dig around in our dialogue systems. If nothing else, we’re making sure we’re ready to hit the ground running once we’re able. The Developmental Doldrums aren’t uncommon, but I’m proud of my team for not giving up when so many do.

As always, if there’s anything you’d like me to focus on or write about in the Codex, feel free to post your questions and suggestions here or in the Codex thread. It’s already becoming a pretty robust and valuable repository for me when I’m writing. (Kinda wondering about just writing a CS novel on the side, at this stage.)

Also, Conan Exiles makes me want to make barbarians and slavery a thing. Thoughts?

May Update

Hey guys,

The team’s life situations continue to be terrible, but like driders in the woods, we continue to prepare for when we get some more meat to play with. Goldie’s been building and rebuilding everything on a separate computer in order to eliminate the possibility of extra bugs appearing on her end due to her setup. This has given us some more information on what’s problematic and what isn’t, especially helpful with the work Crimson has to do on the merge.

I’m not sure if I mentioned it before, but it’s important to note the merge is a big one. On top of updating various assets (one for our map system, which completely overhauls the co-ordinates, so Crimson has to re-do our pathfinding and map generation), comes a deep optimisation pass for our UI. This’ll mean we’ll be a lot more able to add/change/generally work with our various UI’s, as well as working more efficiently under the hood.

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Mid-April Update

Hey guys,

I’m afraid not much has changed since the last update. We’re still all doing our best to support Crimson, who to their credit remains resolute in completing their work. But as we know, this means all we can do is wait, unless some bit of luck befalls us, since to remain fed and housed Crimson needs to perform other work as well. The whole team, myself included, seem to be going through it at the moment, but Carnal Souls remains our goal. I cannot express my thanks and gratitude for the support and well-wishes you’ve all provided here. Trust me when I say it really keeps us going. I couldn’t be more grateful for the supportive and friendly community we have. <3

Last week we talked about rolls and skill checks, and there was a lot of interesting feedback and presented ideas. For clarity, if there is to be any actual dice-rolling (a la Roll20’s 3D dice feature) this will absolutely have the option to be disabled. At heart the question was more central around whether any random chance should be included at all.
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April Update

Hey guys,

Hope everyone to whom it applies had a nice easter time. I’ve had to focus recently on my family, leaving little time for anything else, though I wish it was for positive reasons. There comes a time when no amount of support can help an addict, and it’s getting closer to that point, at least with that person. Which, I think as I’ve mentioned before, comes at a kind of convenient time, since the project’s required progress doesn’t rest with me at the moment. I dislike being taken away from it even for a short time, but family comes first. The bonds of blood aren’t easily broken, but alcohol thins the blood, to wax poetic about it. I can’t tell you all how much I appreciate your patience and understanding so far, it really does help.

That being said, in spare moments, I’ve been giving some thought to our primary attributes and how they can be used. I am starting to appreciate the genius simplicity of D&D 5th Edition (though, I’ve no experience with other editions). Six stats, and skills that are all based off of those, supplemented with a bonus for proficiency in that skill. As you level up, your proficiency bonus increases, and thus so do any skills in which you’re proficient. The reason I’m considering this is that I’ve a few neat ideas for the application of skills during combat, and also want there to be possible skill checks during dialogue or certain encounters. I think a good example of this is Fallout New Vegas.

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Mid-March Update

Hey guys,

Slightly less than great news this week. We’re currently in a poor position due to needing Crimson to perform key updates, however they’re not in great shape. Crimson is still able to work, albeit slowly so as not to jeapordise their day job as well as an ongoing struggle with depression. Unfortunately this particular work is outside Goldie’s expertise, given it includes work updating systems Crimson created, and nor can we really build anything new until it’s done – since what we need to do for the next client update is dependent on what Crimson’s working on. Our little circle of developers are still looking at solutions and ways to help Crimson, but the end result is likely going to mean this part takes more time than we’d like. But, such is the life when operating on such a small budget. Crimson could easily ditch CS for an easier life, but none of us are beginning to entertain the idea of doing so. I can only thank you for your patience during this time, and hope you join me in showing support for an excellent and dedicated developer even when things are tough.

In the mean time, as the lovely Farlun pointed out, the Codex has been in need of some updating, so I’m currently in the process of doing exactly that. I’ll do my best to keep new things coming like lore and art in the interim. If there’s anything in particular you’d like me to focus on, feel free to submit ideas.

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March Update

Hey guys,

Little late again, sort of, with February being a short month. Things are gradually, tentatively improving for me; I can’t really go into detail, but if you’ve got family members with addiction problems, you’ll understand. I sincerely hope none of you do, though. I feel like it might be prudent to tell you guys a bit about my life and why things are late/slow sometimes, but at the same time I don’t want to seem like I’m making excuses.

But we’re here for updates, so let’s get to it. In the spirit of getting everything updated, Crimson has been toiling over the map system and the assets we’re using to make them. It’s a pain to get it all done, but the longer we wait to update, the more work it will be, so it’s something we decided to get done before the next client update, especially since doing so will generally improve everything across the board.
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Mid-February Update

Hey guys,

Apologies again for the delay, it’s been a heavy week, best on this occasion not to go into details. Goldie and Crimson have been busting their asses on figuring out, adapting, and fixing things to get us all updated, and Goldie has also been digging into our GUI and dialogue systems.

It’s no small task adapting a team of three that all use windows, mac, and linux machines. After successfully getting the codebase to update to the 2017.3 release of Unity, Goldie found it impossible to actually do any development work on this branch as Unity no longer shipped Monodevelop in a workable state for Linux. Firstly she gave a shot at using VSCode with Unity support, but couldn’t get it to work as a decent C# IDE at all. Then she tried compiling with both these debuggers, but they had the problem of being superficially working, but not able to actually debug anything. So, she recompiled every scrap of code she could find to try and support this version multiple times, including compiling every Monodevelop version in the 5.9 and 6.1 minor versions to try and find one that would successfully work with the published code available from Unity on their github page. So, in the end, she found a solution in reverting to the 5.5.0 branch and then re-updating it to the 2017.2 version of Unity, which is shipped with a working MonoDevelop, which works great. Then, because she’s great, she did a huge code-clean on all the work so far.

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February Update

Hey guys,

The past couple weeks have rather been absorbed by boring, but essential, housekeeping. Now that we’re moving into using Unity more prominently, as well as Unity assets, we’ve been taking care of the not overly simple task of getting all the devs up to the same basis.

We’re in the process of updating the codebase from v5.5.0 to 2017. And the tooling that’s available for 2017 is not the same, and doesn’t work as well, as 5.5.0, without having to modernise a lot of things. Whilst we can continue in 5.5.0, it would be better in the long term to update the engine and use the more modern, and more optimised, API. Especially in the use of assets, it’s rather essential everyone be on the same version so we’re not chasing extra bugs. And we all use Windows, Mac, and Linux, so it’s not been a simple affair.

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