i’m back to work – also, better schedule organization
May is here, and obviously that means back to the grindstone.
Clearly, I might be a bit shit at organizing my workload and schedule. Also, maybe I ought to be judging how much work I can put out, at what rate, while not burning out my sanity like a lightbulb. that’s probably an important life skill to get under control. there’s a few changes in how I pace my work, that you’ll be seeing as time goes by.
I’ve promised a few things here. it’s fair to get those created, so let’s get that stuff cleared out of the pipeline.
minor 9 WORLDs update
mostly chessboard functions, some content addition, and a few interesting system tidbits. i’m realizing I need to pace my work on this project a bit better for one very large realization. 9 WORLDS is already fucking massive and intricate, but this is far from the full percentage of all its content.
The scale of the 9 WORLDS project is linked to the scale of the related information pool at large. Given that pool of information also grows intermittently, I’m now realizing I cannot predict how long this project takes to fully build, nor can I predict its full scale.
9 WORLDS is likely to take literally years to fully finish, and I need pace work accordingly going forward. IE a marathon not a sprint.
I’ve also been fiddling around a bit with input settings within unity to try to get controller support working. I don’t fully know how that portion of the system works yet, I need to read the manual for a bit, and test some things.
From my testing so far for instance, it’s possible within the input settings, to wire both mouse input axises to both output axises, breaking the base game in such a way that no matter how you try to look around, your view is perpetually locked into a single diagonal line. If I change settings another way instead, I can break every single mouse input, rendering mouselook useless and dead at a basic system level.
So, that’s a thing and what i’m working with here. If I fuck that part up, I break the game at the basic level of user input controls.
COSMOS PURITY rebuild post
i’ve realized that a smaller prototype might be uploaded into a webplayer format, where you play it right on the itch.io page. There’s a chance this time around, that you can all get to play this mid-development version.
you’ll be shocked at how many changes and new features have been added.
there’s also a related wild card I have in the works, that takes a bit of extensive time and effort.
GABARA’S HORSE LASAGNA work can now start up again
As stated before, in figuring out the 9 WORLDS chessboard, I figured out how certain system portions need to work, and a significant work blockage was removed. Work can now continue.
DEEP CITY: scavenger corp demo
First big piece of news. I may or may not have uncovered the previous prototype when digging around in the older files. screenshots coming sometime in may with a big fat spoiler warning.
As stated before, this project was over 50% done with a full set of prepared levels that went obsolete. Since this was my first real project, i’m fairly excited to have it alive again. That demo featuring the player hub is something I want out. Level design is my drug, and what I want to crank out here features prop/level intricacy and interactivity, that I've not been able to pull off yet. The world here is going to be way more complex, and way more reactive then you’ve so far seen it.
4/20 surprise: (OC writing) Old Worlds Rise: NORSE REBORN volume 1
since i got some time off, i was able to do some writing, and one area i wanted to try out was urban fantasy. some people sounded interested in the idea, so here's a free 4/20 surprise
Old Worlds Rise: NORSE REBORN volume 1
the OLD WORLDS RISE series explores old mythology bursting back into the modern day. this volume concerns the Norse.
this story is offered as a free publication under creative commons attribution.
i am burning out on my workload. going on IRL vacation for a month or two.
from far before Christmas, i have been working 24/7 on game dev work. in solo dev work, you're literally the guy doing everything, all the time.
did you know for the yule update, i worked so hard that it ate up my entire holiday season, and that i didn't get to actually celebrate the holidays?
in any case, if something here looks nice, feel free to join. i'll be back, and existing plans are just sort of on pause.
jotunheim, land of the giants (9 WORLDS)
this just the landmass and a group of bystander giants, so buildings, castles, and specific exhibits should fill up the space you're looking at as time goes by.
what i want to add in 9 WORLDS v0.4
more content and gods firstly. several of the deity designs i plan on doing are far more complex then previous designs you've seen so far. i'm upgrading how i build character models here, and they're slowly getting more complex then the first versions. the more major a figure is, the more effort and visual flair its fair to give them in return. this means the larger a deity is, the longer it takes to transfer their design from paper into the simulation.
some of the content i'll be adding, is stuff from studying the eddas for things most sources might miss.
i'll adding enough deities to asgard that it's getting "officially open".
minor work on the bifrost network. i've got something big in my backpocket for its actual travel method, but it might take some time to adapt into the system. the goal of the system is to be faster at direct travel then either walking and/or flying, after all.
controller support would be pretty nice, i think, let me see what i can do about that.
the chessboard might actually work this version too, but i'll tell you right now that i have to rip out and rewire the boards entire coordinate system to do it.
jotunheim will probably be added, if only the land as of yet. adding in all the stories that take place there will obviously take another step of work.
its come to my attention that a creative competitor and his henpecking wife, may or may not be putting slander and lies on me out there in the world.
i'm just going to say, that a cuck perhaps ought to learn to rein in their wife a bit better, if it's clear she sets off other people into fights and dick-measuring contests in order to make up for their super-weak personal relationship. perhaps stop letting her bait you into fights, when its clear you can hardly control whose dick she's sucking at any given moment.
(learning) ROCK PAPER SCISSORS
This is a technical test in the area of self-learning AI, starting from the most basic possible game that it can be applied to.
This is a game of rock-paper-scissors.
Your opponent is an AI. It learns.
How long can you last here, before this bot has you 100% figured out?
i've got something juicy coming down the pipeline.
it's going to be (sort of) unexpected, a short 5 minute little thing, but to get certain other aspects of my other projects working, i need to get certain individual parts figured out first.
the best way to do that i think, is building a tech demo using the simplest possible setup.
if i have to build it, why not release it as well?
there's something i should be blunt about regarding some IRL matters.
this is canada right now: https://www.bitchute.com/video/g_mEAMA6CU0/
'Canadian POLICE Are Tracking People’s “NEGATIVE BEHAVIOR” In A “RISK” Database'
i'm currently working out of canada, so this is something i cannot ignore. i need to leave to somewhere else, but clearly skipping countries is a long term goal.
i'm a dissident content creator.
if i dont get the fuck out of this place within 20 years i'm probably going to get "caballed".
any suicides or overdoses you read about me being involved with, are bullshit. assume it was murder.
V 0.3.5 changelog
-under the hood script changes in an effort to improve framerate and performance.
-you may notice the chessboard piece-ID module changing text. complex script changes are being toyed around with to get the higher functions working.
-close-in camera added to chessboard, rendered out to an in-game screen.
-error fixed: the height control of hovering, persisted throughout hitting the random key, disorientating vertical location and audio. hitting R now stops the hover.
-when hovering is on, a UI indicator now lights up. mouse wheel now finely adjusts height during the hover. several other minor bugs in this area were also fixed.
-the exhibit on baldr's death received intermittent work. also, his horse, his brother, his hall, and his ship arnt included yet because i'm still trying to figure where to put them.
-as part of nanna's research, the setre comb and "alu". baldr, hodr, nanna and their history feature a number of alternate claims which have been given representation.
-the AFA exhibit received one minor fix plus an additional update
-error fixed: the visual choppiness of text blocks has been an issue, but ive discovered it relates to the alpha level cutout textures draw from. settings tweaked, hopefully enough to fix this issue
-error fixed: vidarr, and a couple other places were missing their artwork. missing artwork added.
-naglfari construction site, minor showing added to hels hall
-modgudr. landmarks on the way to hel.
-midgard received a level update adding more props, expanding buildings (mostly the player tower for now) and some trees.
-a human population was supposed to be added this update, but then i remembered that the original 3 were NOT the only gods out there making new humans, nor are all men created equal in this context...
-weapon select system from [COMING SOON] ported over as a tool selection system. newest gen of this module works on its own script and object, and is a 100x better then it was before
-player tower has a working mirror in the tools area.
-new player tool: "none". empty hand
-new player tool: "freya's wisdom". crystal that lights up within range of an undiscovered chess piece
-new player tool: "norns card deck". paints runic particles, mouse wheel to select runes
-in progress tool: the old grappling hook had its model added once again, but no function yet. its source script was (this time) successfully plundered for various other functions, so, we'll see what else gets re-adapted in the future.
-8 more chess pieces added. current total count: 38
-error fixed: eir did not have an ambient noise
-the norns pool area was expanded. a small number of new exhibits have been added there, and more extensive exhibits on runes and runic magic will be added in bit by bit.
-SECRET ADDITIONS: 0
NAGLFARI construction site (9 WORLDS)
this new portion of the level is so big it goes from the water, to svartalheim in its full height, and even cuts through a bit where jotunheim is going to sit eventually. this thing is probably getting its own battle-dock when the land of the giants arrives. it even contains its own spot in the random teleporter coordinates.
NORNs divination exhibit (9 WORLDS)
fully laid out table explaining the divination process. each of the little slots you're seeing in the walls will cover rune exhibits, even if this version will only have FEHU and URUZ completed
9 WORLDS FEBRUARY UPDATE STATUS
the update for 9 WORLDS this time around is 99% done. this one i'm calling 0.3.5
it just ticked over into march, this is the point where i mark down what finally goes into this update, and just get it done.
this month, unfortunately, there was obviously a few delays. the largest was the subscribestar page getting set up, and events happening around that. thank you to anyone who hopped on board during those events, things are going to become far more consistent here. your help, helps a lot.
WHAT'S BEING ADDED THIS TIME
some exhibits are going in and you've likely seen some pictures. a lot of the work that's been done though, was in a few other areas.
some bugs are getting fixed, especially in gameplay and some missing assets.
the hover control had some bugfixes applied, and it's been improved by a thousand percent.
under-the-hood changes for better performance, and I'm still currently trying to get the chessboard main function working (no luck so far). i have a few ideas now though. this is a problem future updates should fix.
THE LARGEST THING TO BE ADDED, is a number of gigantic gameplay improvements. TLDR: the weapon select from [COMING SOON] was adapted and ported over to the simulation. the player is now going to have access to a number of new gameplay tools.
this also means the grappling hook might not totally be dead...
WHEN IS IT COMING OUT
a day or two for the last changes i want to make, then a perhaps a day or two more for a bugfix/playtesting period, and then release.
writing - 3 SPELLCASTERS AND A POLITICIAN. chapter 1
(fiction, fantasy, modern fantasy)
one small town, one dark rivalry, and one simple re-election campaign. what's the worst that could go wrong?
posts for defined and (sometimes) pre-existing content. see stuff about a week before everyone else.
content with little to no context, which signifies greater things then itself. drip-feeding small clues is tiny but not insignificant.