Mid-February Update

Hey guys,

Few things to talk about today, including some stuff I’m really happy about. :)

The Director

The Director system, something I began designing about a year before the Indiegogo campaign, has hit a major milestone. The team have put in a lot of work recently, and I’m happy to say that the Director is now passing every one of our tests. It’s an entirely scratch-built markdown language designed to make writing for our game as fun and as creative a process as possible, by offloading logic from code into raw text. This allows writers a much greater degree of control, as well as making scenes highly adaptable. I think the syntax is solid and understandable, but obviously the major test will be once we start accepting writing from you guys (something which is now closer than ever.)

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February Update

Hey guys,

January turned into quite the busy month. Most of my time has been spent briefing our new dev and making sure everyone stays up to date and connected with each other, as well as ensuring everything in the design documentation is clear (and being there to clarify when it isn’t). AnonDev also brought their friend along and they’ve proven extremely useful. With new team members and a lot of Unity-teaching going on recently, there’s been a large focus on the Director (as this is the module AnonDev and Friend are tasked with currently). Since we’ve set up our own private development chat server there has been a lot of work and learning happening.

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January Update

Hey guys,

I know it’s been a while, so I’ll get right to it.

I’ve gotten us a new team member. Another long time friend of mine who would like to remain anonymous for now, he specialises in big databases for big companies, all sorts of software and systems and stuff. I’ve tasked him solely with building the parser and director, then after that, the player body data, as it’s imperative the two work together.

I just this moment got off a four hour call with him, going through the design documents for the parser and director systems, and if all goes well he’ll be working on that before the end of the week. Vahn and Crimson are also obviously up to date on the new development.

The parser/director is high on the hitlist of things to get done, and other than it working with character body data and other game values, it works very independently of the game, making it a good thing for a new member to work on.

I apologise for the wait. I wanted something good to update you guys with, and barring any acts of god, you should start seeing more updates soon as he works on that. Plus I’ve pretty much been a mess over the holidays.

Hope everyone had a great Christmas and new year. 2017 better try harder than 2016 did, hoo boy.

Until next time!

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Mid-December Update

Hey guys,

We’re finally back online! Huge apologies for the wait. Murphy’s law in full effect. It took me making phone calls to Canada to partner companies asking managers to send a message along to get their shit in order, but we got there. Massive thanks to Crimson for helping out. The forum is still being weird server-side but it should be mostly operational now. Let us know in the support subforum if you have any problems.

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Server Migration Update

Hosting issues resolved.  We’ve got a couple of things to clean up in DNS and then the main site should be loading correctly again.  The forums and demos may take me another day or so to get back online.  Sorry for all the down time.  We ran into a bit of a perfect storm of me being out of town, my hosting provider being a mess, and then me being sick.

 

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Server Migration

Hey guys,

Our site will be down most likely on November 30th, including both the blog and the forums. It should be back on or after December 6th, I’ll let you know on the @CarnalSouls twitter if there are any delays during. Huge thanks to Crimson for helping us out with it despite how busy he is.

Hope everyone in the US had a lovely Thanksgiving!

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Mid-November Update

Hey guys,

I apologise that it’s been slow since the last update. I’m sure you’re aware that a lot’s happened in that time, not least of all the US election. A lot of my US friends have been in need of support, and both Vahn and Crimson have been doing the same. This won’t be a political discussion thread, I’m just letting you know what’s up. Besides that, every year about this time I suffer from seasonal adjustment disorder. Got my sunlamp (although caffeine isn’t an option) which should help. Thankfully I don’t suffer from the depression that usually comes with it, I just get to spend the next few weeks feeling as though I haven’t slept. It’s a pain, but nothing new. Usually I don’t like to mention such things, but I’d like to keep these updates in the spirit of full disclosure. Anyway, update stuff:

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November Update

Hey guys,

First off, we hope everyone had a great Halloween. I spent the majority of mine writing something filthy and slightly Halloween-inspired, more about that further down.

Interface

The new GUI is coming along and looking good, already closely resembling the new mockups. The next step will be to focus on the back end in order to have the new pretty buttons perform the new moves, and have the battle change state correctly depending on if it’s waiting for input or ‘playing’ the enemy’s turn, displaying the new continue button respectively. It serves as kind of a stand in for animations, and the new position and automatic timer should be a big improvement over the current design.

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Mid-October Update

Hey guys,

Bit of a shorter one today, but as you’ve all told me before, better a short update than no update.

Things have been slow as they’ve required getting all three of us online and available at the same time. This is so we can get everyone up to speed, properly set up in the git repository, making sure everyone is set up and working so that Vahn and Crimson can work as much as possible without needing the other around. Thankfully I believe we’re now pretty much at that stage.

To paraphrase the last Patreon Dev Diary, Crimson’s currently tasked with continuing his work on the battle system. We’re quite close to having another .CSV importer for the move list, which should result in in-game weapons and armour having their unique moves attached. After that it’s a case of letting the game know what the moves themselves do (if it’s more than a basic attack and has, for instance, a chance to stun or other effects), and replacing the temporary parts of the battle system’s math with actual numbers from gear.

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October Update

Hey guys,

Sorry for the slight delay, just some life stuff keeping me away. I also apologise for forgetting to post these on the blog, that was just me being forgetful.

Player 2 joins the game

The most important thing at the moment is keeping development moving. Crimson’s not in a great place so, understandably, can’t work as much. As I mentioned back in the post-Brexit July Update, it’s likely he’ll have to find a full-time job soon in order to keep paying the bills, which leaves very little, if any, time for Carnal Souls.

However, there is some good news. Recently, on the Patreon, I introduced Vahn. He’s a professional game developer with experience in triple-A titles, and was actually the person who introduced me to Crimson to begin with. Well, now that he has a little more free time, he’s offered to work on Carnal Souls in what time he can spare. So, even in the worst case scenario we can still keep development moving forward.

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