Benji

November Update

Hey guys,

This week Crimson and I have been talking about ways we can move forward. They’ve had some excellent ideas about how we can format the demo in ways that make it easier for us to get it out to you, while hopefully maintaining the essence of what I’ve planned for it. Narratively it will mean some work, but the intent is get something out to you that shows as much of what we have as possible, but as efficiently as possible given our enormous lack of manpower.

I’ve been writing all morning, and I believe that they’re on to something good. The goal is a kind of strip-out-everything-and-take-off-the-front-of-the-ship-in-order-to-make-it-to-orbital-altitude plan. If a tarp will do the job, then a tarp’s all we need for now. Then, when we can say we’re off the ground even just a little, we work on ways to get higher. The important thing, I think, is to give you guys something. Previously I’ve talked about doing that, but given the team’s respective situations, re-plotting our route there is a good idea, and Crimson’s come up with some excellent ways to do it, I think.

So, there’ll be more information coming the future on that. We have this weekend to work, but they are away the following week, so we’ll try to get as much done as we can before the next update. I can’t say when we can get it done, but it should be sooner than previously thought if we can be smart about it. I’d like also a collective thanking goodness/God/Gods/whoever that Crimson was unharmed in a road accident recently. Their car wasn’t so lucky, but the important thing is that they’re fine, and were still able to fix our site certificate (again) and also keep thinking about Carnal Souls. Digital hugs and kiss-kisses for them are welcome and most deserved.

(You also score bonus points in Larry’s latest question thread for doing so, by sheer good fortune).

Until next time!

Mid-October Update

Hey guys,

As expected, there’s not much I can expand upon since the last update. My goal at the moment is to raise extra funds to help my devs, which I’m doing through commissions and the like, when my body allows it. For those interested the MRI scans came back clean. Which, honestly, was one of the worse outcomes. It means now my only course is managing it. To wit, my next appointment is the pain management clinic, where I’ll be having a big needle injecting steroids into my hip joint. Nobody’s sure if it’ll do anything, but I remain hopeful.

I’m continuing to write, with some success. I’ve been boning up on middle ages history and the Plantagenets recently. Henry II and Thomas Becket is a great bit of dramatic history. The history of Sunrest and its monarchy is one of the weaker points of the lore, so that’s something I wish to expand upon. Most notably being young king Sebastian Hangmoor, responsible for a lot of the racial tension and unease that exists in present-day Adorost.

In short, as always, I’m doing what I can. It’s not a small task to solve the problems we face right now, so things aren’t going to improve quickly. But I’m forever grateful for you all, sticking with us and offering your support.

Until next time!

October Update

Hey guys,

Can’t really thank you all enough for the support and kind words last update. It made a difference, and there were a lot of good thoughts I’ve been trying to keep in mind. I still have an intense dislike for dry updates like this, but I don’t feel like I have to run to the bathroom every ten minutes while writing it. So that’s an improvement! So, yeah. Thank you all. <3

With a better mental state in mind, I’ve been doing a lot of practicing. I’ve set up study rotas with a friend so we can do regular art studies and exercises. Here’s yesterday’s study. The rather chronic hip pain I have is something I have to actually learn to work with; there’s still a lot of art Carnal Souls will need in the future and I want to make sure I’m giving it the best I can make. There’s also, as previously mentioned, the goal of using art to help Crimson out, so keeping myself sharp is important for that.

Similarly I’ve been writing a lot, too. Discovering handwriting apps like Onenote has been pretty productive, and I’ve written a lot in the past few weeks toward a kind of novella I want to write that takes place before the game does. It’s led already to a couple of quest ideas and spinoffs we can do in the game. I figure it’s a good way to develop the world, build lore and my own understanding of the world, and if it turns out well perhaps it’s something I can sell to inject some more funds into the project. If I can accomplish that, naturally it’ll be free to most of the Indiegogo backers and certain patrons if I can work that out.

Also, for those keeping track, I have the consultation for my MRI results this Wednesday. Doing my best not to think about it too much, but I’ll update here to let you know what’s up afterwards.

So, in short, a lot of what I’ve taken away is that firstly, you are an amazing community. Secondly, I have a responsibility to keep myself as mentally healthy as possible; if not for myself, then for this project. Gotta make sure it’s worth the wait, right?

Love you all.
Until next time!

Mid-September Update

Hey guys,

Apologies this one’s a couple days late, been having internet issues on top of everything else. The team’s situations haven’t changed much. Much of my thoughts have been directed towards finding ways to help Crimson, in a kind of ‘save the cheerleader, save the world’ sort of way. With the help of some very generous friends, I’ve been able to collaborate on art projects and secure some new equipment to help me draw more in spite of my chronic pain – the goal being to help Crimson secure a better living standard. Crimson means a lot to me, but helping them comes with the added benefit of securing more time for Carnal Souls.

I loathe to write updates with so little progress in them. Writing updates like these feels like standing up in front of a firing squad sometimes; I feel no less obligated to deliver than I did after the Indiegogo. But, as someone here on the forums reminded me, you guys are here because you care about the project, maybe as much as I do; that’s why we’re all still here.

As a general status update, as mentioned in another thread, we’re actually very close to that playable client update. In terms of start to finish, we’re about 90% there. Producer/Director systems are up and running, we have a working overworld map, battles are functional but unfinished, inventory too, the huge Body system designed by Goldie is implemented, physical generation of NPC’s also, and tests so far show these all working correctly together. We only have a few more modules to implement to make things playable and expandable.

This year’s been truly one of the worst in my life, but we’re not giving up. Within the coming weeks I plan to do some auctions or other art projects to raise money for Crimson, and have got some art friends willing to help too. So, in short, we face problems, but as ever we’re working on solutions. Thanks all for continuing to be a wonderful community. <3 you all.

Until next time!

September Update

Hey guys,

This update will be a bit thin; Goldie and Crimson have been both similar degrees of overburdened by their day jobs since Crimson’s last big push to complete the latest merge. Which happens – we can only ask so much of anyone in their free time, and hope things ease up on them both soon. My eagerness to continue along to that first content update is practically nuclear.

For my part, I mentioned a few updates ago (I think) that I was working on what will either be a long quest chain or perhaps a standalone story. I’ve been continuing to work on that, having now the acts outlined and building character profiles. As a few people mentioned, even such a thing as an excercise helps me to build the world, and I feel it’s doing just that. Aside from making sure everyone knows what we need when they have a chance to work, writing’s one of the few productive things I can do from my bed, hence the focus thereon.

Also, apologies to anyone who had issues with the forum’s reCaptcha system, that should now be working as intended.

Mid-August Update

Hey guys,

So, Crimson has been able to take care of a huge merge. Our code has been updated in tons of ways, primarily to put us in a position for the new Unity update. Here’s a run-down of everything done:

  • GUI code overhaul. Something Crimson’s wanted to do for a while, making the systems a lot nicer under the hood. Inventory screen is fixed again, something important for the next client update. There’s also the beginnings of support for switching gear mid-fight, taking your ‘turn’ to do so. (It’ll likely rely on a specific skill later on to do this.)
  • Battle code update. Again this tidies up code and makes it easier to work with and expand upon, using phases. There’s also code now to prevent a battle triggering immediately after one has finished.
  • All the changes for Grids2, our hexmap system, have been implemented. This will become obsolete once we update to the new Unity, since it has built-in support for hexmaps, but it safeguards us having our own working solution for the time being.
  • Tons of superfluous code removed.

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August Update

Hey guys,

Apologies for the tardiness. Got some interesting news this week.

So firstly, the hell-bug that was causing us all so many headaches has been squished. It caused no errors, but resulted in blank game screens in everyone’s Unity client except Crimson’s, making progress extremely difficult. They were able to identify the problem, and it’s now fixed. *Confetti.*

The interestinger news is in Unity’s latest updates. Firstly, they’re implementing in-engine hexmaps. We’ve gone to great lengths to hook together Tiled, create a custom importer to take maps made there into Unity, and fix the coordinate mismatch between it and a Unity asset called Grids2. While this update does render all of that obsolete, it means that we’re going to have a much easier time creating hexmaps inside Unity itself. It supports horizontal and vertical hexes, so it seemed we’ll not even have to change the sprites I’ve made already.
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Mid-July Update

Hey guys,

Thank you all for your patience recently. That, the support, and well-wishes really helped while I was dealing with the home front. My stepdad is fine now with his pacemaker, there may be worse surgery later but for the time being he’s alive and well. Considering my mother and I thought we were watching him die while we waited for an ambulance (we were), the result is more than enough for me to be happy.

So, Crimson and Goldie have been doing what they can to acclimatise our newest team member, tackling the smaller but longer-standing problems. Until I know what moniker they’d like, for now they’ll be Green, to fit the colour theme. Already Green has proven capable and diligent, I couldn’t be happier about their work. Some bugs in the battle and map scenes are our focus, as they need to be eliminated before we can add to those views further, including quite a nasty one that formed as a result of needing to update Unity and its assets. It seems to behave differently on everyone’s machine except one, which will require some synchronised time together to work out.
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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.