Mid-April Update

Hey guys,

Sorry for the delay. My main monitor, which serves as my primary art workspace, died. Was up a long time trying to fix it, but I fear it’s bit the dust. Just glad I got the game background image for Mistress Woodshank done before it happened. Goldie was away for a week, and (unrelated) my life rather fell to bits. So, while it’s not been a massively productive few weeks, with the exception of my workspace, things are on the mend. I’ve also been trying to give up smoking. Down from a pack to 2!

Anyway. I’ve updated the body system map, after some discussion with Goldie. The body system is one of the biggest puzzles to solve in terms of system design – it’s complicated, and needs to have capacity for change built-in. It also has to be cleverly organised so that the rest of our systems, like the director, don’t need to do a lot of work to get the data they need. It also preferably needs an interface built into the Unity editor, which will allow us a much greater ease in debugging later.

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April Update

Hey guys,

So, first up, work continues on the checklist for the next update. Crimson is currently focused on the UI, constructing a scripting hierarchy for various things and fixing the bugs introduced with the new designs. He’s also been getting the inventory screen functioning again, since work in other areas broke it. Goldie has been chipping away at a more finalised version of the battle logic, something that we can build on and add to. Various things have been fixed and several major pull requests successfully merged. To paraphrase: Work goes on, progress is being made.

Goldie and I have also been looking closely at the body ‘simulation’ system design. Admittedly we’re both eager to work on that, not only since it will be another huge step towards content, but also because a clever system there will allow us to do all manner of cool and hopefully sexy things. It will be the thing we focus on after we push the next update.

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Mid-March Update

Hey guys,

A lot of time was put in by AnonDev2 recently creating a new character API, and by Crimson merging it into the main branch. Now that that’s done, we’ve been moving forward on the system which concerns itself with calculating damage and other numbers in battle.

The API in question is a clever idea of Crimson’s that AnonDev2 (who shall henceforth be known as Goldie) has been working on. It’s a level of abstraction that allows us to easily generate facets (health, stamina, resistances, things like that) without weighing down the system with properties we know they won’t need. For example, one NPC might not need health and other battle-centric stats since it will never be in combat, while a feral Canen or other monster won’t need sets of data necessary for simulating their physical body. It’s very light and means we only ever create what we need. It also means tht if we want to rewrite how a part works, the interface that the rest of the code uses doesn’t have to be rewritten. We can do drop-in replacements using the same API to be able to to do testing, if and when we need to.

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March Update

Hey guys,

So, as we move our focus to the battle systems in order to finish the groundwork there, this has meant bringing our newest devs up to speed. As talented as they are, they’re still new to Unity, and newer still to the advanced systems Crimson has built within it. So, understandably, almost all of the work recently has been learning and teaching. Lots of it. I can’t understate the effort I’ve seen everyone putting in to learn and/or teach these systems. I’ve been trying as well, but my basic understanding of programming only takes me so far.

Under construction currently is an API for how characters access their attributes. Specifically, allowing the game to elect how and what components to create. For example, if a particular character doesn’t need to engage in battle, then there’s no need to provide them with health or weapons, allowing more characters to be created using less memory. This also ties loosely with plans much further down the line for the generation of NPC’s.

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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!

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.

 

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!