Tuesday, 18 June 2019


Hey good to see you!

I've been real busy creating rooms, scripting cutscenes and fights, tweaking controls and UI and working on some sound design and music.
All while trying not to burn to death in the summer heat.

This time:

>Overhauled enemy sight / hearing to be more performant and include mutual ally/enemy detection
For a long time, the enemy sight-triggered battles were hard coded to search for the player, and not any player-aligned target (or player-opposed target, for your allies' own searching)
>Changed start-battle rules to be less lenient
>Split up large level into 3 smaller ones, much nicer now.
>Fixed bug where certain dead npcs wouldn't be defined as such
>Added whole new area, with new tileset and enemies

A Titty Temple in a thick, hot jungle. Crawling with tribal Lizard Men who've taken a hot girl hostage for reasons.

>Condensed filter choices down to 3 good ones
No more shitty chromatic abberation and fake scanlines. They were a neat idea, but they made the viewer dizzy and recorded video look bogus

>Overhauled UI to be interchangeable and set automatically by detecting your controller
I added Controller support previously, and I was happy enough to leave it at that, but it bothered me that I couldn't find a good way to show controls, and believe me, I had a bunch of ideas.

A few designs I tried out one afternoon. My favourite was the one in the first 2 rows,
but it was clumsy, either obscuring your vision or the icons.

None of them felt right, they intruded on the play field too much, and even though they could be toggled on and off, it was a poor solution.
I was about ready to give up when I read a thread on /v/ one morning.
OP lost his dominant arm in a hydraulic press accident at work and fucking hell.
I dunno, man. Maybe it was a larp by some journos or reset tourists to get their Sekiro easy mode, but it really got to me. OP lies or not, it's true of some anon out there and I can't imagine how much it must suck balls.

I'd had an idea to make the UI much more adaptable and figured while I was at it, I could throw in some options to allow playing the entire game with one hand, right or left, for guys like my man anon.

I added in options for Xbox, PS4 and Generic (Nintendo) controllers, as the html5 gamepad API told me those 3 cover the vast, vast majority of controllers.

Top to bottom:
Original PC Keyboard UI
Playstation Controller UI
Generic / Nintendo UI
Xbox UI with "Right" Accessibility mode ON
Playstation UI with "Left" Accessibility mode ON

Which leads me to:
>Accessibility Modes
With Left mode on, the face buttons are mapped to the DPAD, so you can play the whole thing with just the left hand.
With Right mode on, the movement is done with the Right analogue stick, so you can play the whole thing with just the right hand.
If god forbid I ever lose a sense, I hope there are games out there for me.
Ah, who am I kidding, I'll probably never go back to playing vidya

>Fixed spotting objects
>Added 8 new areas with stuff to find, people to talk to, things to fight

Added some fun fights and funny dialogue. Next up is an optional sexy scene with a hot space chick.

Thanks very much for reading, I didn't expand as much on each point like I normally do and I've probably forgotten a ton of stuff, since I didn't keep the best notes this time.

We're gettin' there, bros! I can feel it, we're close to finishing this episode up, and I cannot fucken wait!

Since you were good and read this far, please find attached some thick, work-in-progress goblin butt.
Please donate your energy below if you have any to spare, I'm pulling all-nighters lately and could use it!

Monday, 3 June 2019


Morning bro!

Come back next week to see, or join me on Patreon today!

Bottom text

It's JUNE!
It's Summer!
Time to crank up the air con and close all the blinds, because vitamin D is a social construct and you're not getting me this time government nice try 8===================D

The last couple weeks have been really satisfying, particularly the last few days I've just felt on fire.
Here's some of the stuff I've been up to.

>Wrote new music
Some character theme work, a new backing track for part of the level and about 90% completed the score for the final battle. Also spent some time configuring new instrument patches, discovering how to properly create gated snare drum reverb effects and tidying up the production to make tracks sound tighter, less suffocated, overall.

>Added a bunch of new rooms
One of the sections, what I'm working on primarily right now is, a sort of hub corridor with lots of rooms to explore, characters to meet and stuff. This has been really fun. I don't want to spoil particulars but there are some parts I super love and I'm looking forward to reactions.

>Added interaction animations
I added a section with a dark room and thought it might be fun to be able to turn the lights on and off, so I added an unarmed punch animation to the switch for when you interact with it, and... it felt really good! So, I went and changed how sprites are chosen, so that now while adventuring you'll have a general player sprite where he interacts with his hands, gestures to people to talk, bends over to pick up stuff, then you switch to the weapon-determined sprite in battle. Mechanically it took literally 10 minutes, which was neat.

>Added USB Controller support
At work this week I happened to find some docs online for html5 game controller API, got home and found it's already sort of implemented in RPGMaker, but hard coded to handle only default RPGM buttons (basically X,Z, Escape and Enter), so reconfigured to work with my game and tested with all the controllers I have. The game now supports 360, Xbone, PS4 (wired and wireless via meme sony bluetooth dongle I wish I'd never bought).
I even set it up so that you run automatically if you walk using analogue sticks and move them far enough, that was neat.
It feels really good, and natural, and I set it up to still play H-mode one handed, both right and left.
Look how fucking inclusive we are on this blog, stick that up your bollocks, journos.
I honestly think I'll be doing the majority of my day to day testing with wireless controller from now on, it feels that instantly right.

>Changed controls
For a while it was 1,2,3,4 and 5. Now it's 1,2,3,4 and Space.
        [4] = Skip turn
        [5] = Pick up/ activate / open (contextual smart button)
        [4] = contextual smart button
        [space] = skip turn
        [F5] = refresh web page
        [U] = types the letter 'u'
        [Pause/break] = literally nobody knows

Makes more sense to me this way, also stops you accidentally hitting skip turn while trying to loot or punch while playtesting in the dark of 3am because you haven't slept properly in weeks

>Created a new H-Scene

This one, shown above, came together really quite quickly, it's been nice to work on.

>Created way to add wandering monsters
This was fun, and means occasionally in designated rooms enemies will spawn. Can use this to make big areas feel more alive or make going back through old rooms more exciting.

Smaller fixes / tweaks
>Fixed issue where 1,2,3 and 4 wouldn't close windows if only the choices were onscreen without text.
>Fixed collision rules
there were two slightly different standards and it resulted in enemies sitting on tiles which have collision but are also marked as shoot-over-able(?) would be shot-over and not take damage. Basically if an enemy was on a couch, you'd never hit him, now you will.

>Fixed weapon pickups being repeatable if you were hammering keys fast enough.
>Enemy line of sight only calculates while an enemy is onscreen, now.

There's a bunch of stuff I haven't mentioned or don't want to spoil, but overall, I'm really stoked how this week has gone. There's been so much less code, more content and it feels fantastic to do.

Thanks for reading, I hope you're having a great week.
Click the little button below if you like thick goblin buns, I guess!

Oh also, check this shit out, I'm on a camp old sci fi kick at the moment.
Literally how can Star Wars ever compete?

oko x