Apr, 2017

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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