Benji

July Update

Hey guys,

Our dev-in-training’s education is coming along nicely. Thus far he’s doing great, has bought books to study and is giving himself a firm grasp of the fundamentals. He’s a trained and qualified lawyer for his day-job, and tends towards hard study and book-learning to get results – I would assume passing the Bar Exam does not come without a good study practice. Soon we think he’ll be ready to take on more specialised tutelage. I’ve a great deal of respect and gratitude since he’s doing this mainly to help us, so I hope you’ll understand it’s not a quick process. Finding a trustworthy and diligent person willing to work on our game for nothing in return is quite the miracle, even if it takes some time.

For myself, it’s been a tough couple weeks. The heat brings humidity and humidity tends to bring more pain than usual; I’ve not been able to stand for longer than a few minutes. I have an appointment on the 8th to figure out possible better solutions for pain relief, so we’ll see what the brings. So, my apologies that there’s no new art to show this week. Also to our Lord Inquisitor, as I’ve left his recent lovely Random Question Threads unanswered.

As always, we’re in it for the long haul. It’s not a quick fix, but I’m hoping a long-term benefit for us.

Until next time!

Mid-June Update

Hey guys,

Apologies for the late post. Got a little sick the last couple days, but I’m feeling better now. Special thanks to @NizzJipple for their nice morale-boosting tweets. <3

So, some good news to start with. I recently heard from a friend of mine who had been radio silent for over a year as he dealt with medical issues. Already a networking programmer, he’s always wanted to learn Unity and game development, and with lots more free time, he’s begun doing just that so that he can specifically help us out. It may yet be a little while before he can work directly, but if he’s anything as committed as Goldie, he’ll be a great asset to us. Crimson has also kindly offered their tutelage and guidance. I’ll keep you all informed of his progress.

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June Update

Hey guys,

This week Crimson and I have discussed an idea they’ve had concerning our dialogue system. Previously the plan has been to employ a Unity asset called Dialogical to map out branching dialogues, but Crimson has had solid ideas on how we can create tools to do the same thing, only better suited to our game, most notably in allowing a large degree of the dialogue itself to be generated via plain text and then represented graphically. This’ll mean it’ll be possible for any writer to plot their own dialogue to a degree, rather than relying solely on us developers to interpret and ‘plug in’ everything. It also means that we’re also not relying on any third party developers – we’ve already faced problems with our hexagonal mapping tools by its creators seemingly vanishing from the earth, but thankfully Unity itself now has its own hexagonal map tools in-engine that we’ll be making the switch to. This gives us much more control, and Crimson is confident that the work involved in doing so is about the same as it would be to program Dialogical to conform to our needs.

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Mid-May Update

Hey guys,

After a little inspiration, the team and I have been doing our best to make progress in spite of hellish work schedules and Crimson being sick lately. We’re determined that whatever we make is high enough quality to support long-term development, putting everything we’ve made together in such a way that we spend as much of our little available time on progress and not fixing rushed work. I know that it’s slow, but there’s little I can do when our lead developer needs to work practically every hour of the day, every day, just to make ends meet. I’m doing my best to help with that through commissions after what I need to support myself.

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May Update

Hey guys,

Apologies this one’s a bit late. Crimson’s currently in the midst of dealing with a heavy deadline in their job. Given that they’re essential to progress we’ve had to wait to hear from them, but thankfully they had a minute to refresh the site’s certificate again. I was hoping I’d have more to update with this week, but it seems the workload was more than expected.

As promised, here are some things I’ve been working on:
NSFW. Finished large tiger man:
https://i.imgur.com/wvrzjN1.png

NSFW. Testing new brushes on my maned wolf. More hyper:
https://i.imgur.com/rkZGIiN.png

I’ve also got the next Date Night commission and a collaborative YCH auction with a friend of mine to keep me busy. Hopefully if I can continue this amount of work I’ll be able to help out Crimson more soon. Watching Game of Thrones again has been very inspiring for CS; it’s given me a lot of new ideas I want to include in my story and in the game world, most notably powerful houses/families and their interactions with one another.

Sorry there’s not more to this update. With any measure of luck there should be more for the next one.

Until next time!

Mid-April Update

Hey guys,

Since the last update I’ve been fairly productive, completing a few commissions, writing, and attempting to keep up with my physiotherapy. Writing-wise the story for the prologue is all mapped out, we’re just waiting on Crimson to have a moment to go over it with Goldie. Crimson has a deadline this week for their job, so with some luck after that they should have some time for us. I’ve also been writing more on that larger story that’s serving as a great exercise in world-building, which will I think be its own standalone story serving as background on a lot of the characters you’ll be able to meet in the game.

Some of you have requested in the past that I post non-CS related art I do here, so here are some of the commissions I’ve been working on:

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April Update

Hey guys,

Update intentionally left late since I don’t like posting anything on April 1st. The last week or so has been a bit of a blur of work and (somewhat) home improvements. I’ve been knuckling down hard on the prologue and have completed the second draft of it. The key is making it great, engaging, and fun but keeping it streamlined enough that it serves the purpose of being a lightweight version we can get out of the door. Here’s a blurred-out view of most of what I’ve written for this draft:

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Mid-March Update

Hey guys,

First up, apologies for the interruption in service to the blog. We had a problem with an exploit found in an outdated plugin which was redirecting traffic. It had no effect on the forums. This has since been fixed by Crimson.

Currently we’re waiting for Crimson to get set up and work through their backlog caused by moving across the country, so in that time I’ve been trying to make sure everything’s in order so we can work as soon as they’re able. Last update I opened the discussion on inventory and loot, for which you guys raised some good points I’d like to talk about and present my ideas. Typically I’m against design-by-committee, so understand that I’ll be making the final call on how we do things, but your input and thoughts are always valuable to me.

A large part of what I’m seeing is the desire for inventory to be as non-intrusive and quick as possible. Nobody likes having to spend time in a cleared dungeon deciding what loot to leave behind and what to take, or playing inventory tetris. A few people asked we only look at weight, ignoring volume, too.

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Details on Recent Outage

Hey guys,

The recent service outage was caused by a vulnerability in an outdated plugin. This applies only to the blog here, not the forums. This has since been fixed. Passwords were not accessed, and while we don’t see any indication of email addresses being accessed, the possibility exists. This was probably a script specifically designed to spot a certain vulnerability and just force a redirect for traffic inflation purposes.

It shouldn’t be necessary for anyone to reset their passwords, but we wouldn’t count it as a bad idea. We can only apologise for the inconvenience, we’ll make sure it doesn’t happen again.

March Update

Hey guys,

Things seem to be working out well for Crimson in their new home, with the exception of their desk broken in transit. This has meant a bit delay in them being able to set up and work properly, but should be remedied soon. Most of my various appointments, scans, and meetings are out of the way now as well. My hope is that soon I’ll have some better course of treatment.

However, I have been putting some deeper thought recently into inventory systems. Thinking about what makes items and looting exciting and what makes them boring, what makes inventory management a chore and what makes it so easy you barely notice. It interests me especially since it involves gameplay (what items are available), GUI (How the inventory is presented), how it interacts with the player (weight slowing you down, making you heavier, maybe making you harder or easier to knock down, etc.), and how those items are delivered to the player. For instance, Zelda’s musical sequence compared to anything with a quick ‘loot all’ button. A lot of things tie together for this one system.
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