crimson

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-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!

Introduction from Crimson

Hey, everyone.  Crimson here.  Just introducing myself before my planned holiday vacation takes me away for a couple of weeks.  I’m thrilled to be a part of the Carnal Souls team and I’m eager to start development when I return.  I’m spending the next day or so deep diving into all of the existing documentation that Benji has made available to me.  I’ll likely sneak some time during vacation as well to get fully up to speed on everything.  There is a slim chance I’ll be able to kick off development sooner than January, but it depends on how well my aging laptop cooperates while I travel.  (Don’t worry, the laptop doesn’t get used when I’m developing at home.  I’ve got a good desktop machine for that.)

A little bit about myself.  I’ve been developing software and web applications for roughly 20 years, with a mixture of experience in start-ups, various sized companies, and a fair amount of hobby time.  Outside of programming, I make music, I write, and I draw… roughly in that order of time commitment, for which my artistic talent has suffered (but I’m working on changing that!).  I’ve been around in the furry community for over two decades, so it’s safe to say I’m excited to be working on a game that’s furry friendly (and more thrilled to be working on something that caters to us adults.)

On the topic of Carnal Souls, which I imagine interests people much more than my biography, I’ve been talking with the team over the past few days and looking at the existing game prototypes.  We’ve established a plan for moving forward.  Development will take place in Unity 5, targeting gameplay in web browsers using Unity’s WebGL build target.  Producing the game in Unity will provide an easy path toward targeting other platforms in the near future, such as mobile devices and a downloadable desktop version.  A significant amount of the prototype code and user interface design for Carnal Souls already exists in Unity, far more than what was written in Javascript.  Resuming work in Unity avoids a lot of unnecessary redevelopment.  Being in Unity also gives us access to a wealth of existing third-party libraries and tools to speed things along.

While Carnal Souls’ planned feature set makes it a huge step forward for its genre, the features themselves aren’t complicated to develop.  I’ve done a lot of this stuff before.  For the most part, it’s just content presentation and stat tracking.  The stats just happen to be a lot more fun than the kind of stats I usually have to work with.  The biggest challenge for this game is going to be creating interesting content that doesn’t quickly become stale and repetitive.  I’ve sunk a fair amount of time into writing and editing as a hobby.  There’s a certain art to taking the basic action of Tab A into Slot B, and making it seem like a whole new experience time and time again.  (Don’t worry, I’m also familiar with Tab A to Tab B, Slot A to Slot B, and Tabs A though Z into Slot OMG).  I’m bringing that skill set to the table in addition to my design and programming talents.  About the only thing I can’t provide (yet) is sexy artwork, but we’ve thankfully got highly qualified artists for that!

If anyone has questions for me, I’ll be keeping an eye on this post even while I’m traveling.  I’d be happy to address any concerns, either about me or the game itself, as we approach the end of the Indiegogo campaign.  I’m looking forward to getting started on development, and confident that this game will come together over the next few months to deliver on the campaign’s promises.  It’s just a matter of packing all those features into the time our budget is providing us.  I’m excited to see that my arrival hasn’t scared off too many people, which tells me you’re all still as eager to see this game released as I am.  It’ll get there, and it’s going to be a blast to play.