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Kendra, HardLife, and other news...

🕑 Added 2018-06-22 20:30:29 +0000 UTC

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ShadowRx

Hopefully. I about pulled the last of my hair out today trying to fix the food menu so it wouldn't reload the entire screen after each item consumed (and thus not close/shrink the box back down every click). Got it finally, though. --I've got a bunch of small fixes together, but I'm still trying to get a bit more meat into it before posting the update. Thank you for being patient with me, sorry I'm not faster.

RocketNowWow

I definitely think it should be pretty reasonable. Don't worry, all that matters is that the updates keep coming. I don't care how long the updates take as long as they keep coming. There is definitely a lot of minor things that can be added and as the game engine comes together I am sure each update will be easier than the last one. :)

ShadowRx

Its mostly stress from feeling like I'm failing you guys by not getting updates/patches out fast enough. Seems like it takes almost 3 weeks to get anything major done in the engine, when it should be possible in one. I think that will mellow out considerably after v0.4, since most of the engine work will be done, and after v0.5 its almost purely content updates.-- But I've been thinking (a dangerous phrase), and if I mix it up a little bit, I can get at least a small content update each week as I work toward getting a feature into the engine... I just have to make sure I do it without breaking gameplay while the features are incomplete. That would get us to the weekly update rate I think you guys deserve, without me feeling buried under a mountain of my own planning, trying to code my way to the surface. So, just making it more incremental, and focusing a bit more on content for the existing engine, would allow me to have a less hectic cycle... hell, maybe I'd even get some sleep instead of being up till 3-4 am for days at a time. ---I know things tend to take longer than we expect, especially in programming where the rule is usually 2-3x your optimistic estimate, but it still feels like I'm not getting enough done with my current approach. --I'm still very excited to work on the game, especially when I have a big or interesting update to share; I just need to feel like I'm getting more traction/progress, and I would like to get at least a little done in other projects each month. --- This game and the one planned for Kendra share a lot of features, so in many ways I am already coding them for two games, but the latter needs a dynamic city-block generator before it will be playable. I'm hoping after v0.4 of HardLife I can get Kendra to a playable v0.1. And after HardLife v0.5 I want to do a major content update for Last Legend and get Valkyrie Sword out of alpha status into a beta v0.1 as well. Plus I want to write chapters 8-10 for Kendra, chapter 11-12 for Dreyanna, chapter 8-9 for the Awakening, chapters 1-5 for Carlyne (including merging and editing the existing chapters 1 & 2), chapters 1-10 for Talyasha, chapters 1-4 for Tara, chapter 2-3 for Echo, chapters 1-10 for Julia, chapters 1-6 for Xado either as a story or simple comic, Helena chapters 2-4 (and maybe a revision/rewording of the first chapter) and her illustrated fight with Jen, and a few other minor art and coding projects. ---- I know that's a big queue, but if I can balance getting 3 things each week, in this order: 1. an interesting/fun update to the content for HardLife (like a new NPC, place to explore, or encounter), 2. steady progress on the HardLife engine (hopefully adding at least a small feature from the list, such as being able to webcam/create a paysite for tips/subscriptions, or refactoring the combat system so we can make fights more dynamic), 3. progress on any one other project, especially the writing ones; -shoot for 3 small targets each week instead of trying to hit the same giant one everyday and getting frustrated. ----What do you think, is that a reasonable goal/target/balance for us?

ShadowRx

Just found one in a rather unexpected place... I went out for a run, decided to push myself... and ran into Gaspar and Spekkio... (idk if you're familiar with Chrono Trigger, but these are the characters you meet at THE END OF TIME) Now, I always figured our universe had at least a few billion years left... but according to javascript its only about 200 thousand. o_Ok My 900 thousand year workout broke time... so, um, that's a thing now... lol. I patched the game-breaking part of the error caused, but thought it would be more fun if said event actually happened in-universe then it would trying to nerf it like a good little game dev. So, break out of spacetime and what do you get? A fragmented timeline... at the very least you start to become a non-linear being. So basically, 1-up. Killing you once is no longer enough to keep you down. ;p (I really hadn't planned on adding an old-school gaming mechanic like that, but it makes perfect sense from a quantum physics and fantasy perspective.)

RocketNowWow

I really would like to see content coming out for the game. It's only now starting to come together and be playable. There are a lot of sandbox features left to implement. Of course, we wouldn't want you to burn out, but I do think there are a lot of low hanging fruit in regards to this game that could be added. :)


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