After testing the game myself, I have found the game-breaking bug that took a long time to find:
The challenge difficulty variable was indeed a decimal number and not an integer (whole number).
It was a mistake on my part that I did not realize such a simple error before the latest patch launch. The reason why the previous versions have been working the entire time because the difficulty calculations would usually end up being a whole number. I added in extra calculations for the easy adapter where it has divisors, and as the current build does not like non-whole numbers, the WSOD occurs.
I apologize for the latest events that transpire over the last week or two, but now you should not be able to encounter it again... Hopefully...
Sunday, December 27, 2015
Wednesday, December 16, 2015
AD3 V1.09
Hey, we're pushing out a new update today that reflects upon user feedback.
For those that feel that the game is still too difficult on the easier setting, the easier difficulty now adapts to how well you're doing. If you are totally not Star Captain material, the aliens will pull their punches. This adaptive difficulty feature is intentionally left out of the harder original difficulty.
For those that have been wanting less focus on combat, we've added the "Lovestruck" mode which essentially reduces the amount of combat per playthrough. Your survivors can get sick now, just from being in combat, and gradually lose health, stamina, and morale. This may seem like the game is only much harder due to your crew falling to illness, but they are also falling hard for you as well. You need less BASICS points and affection points to finish dates. It may seem like it, but the game isn't harder with this mode on, it's just faster. You can combine the Lovestruck mode with either difficulty mode.
For those that feel that the game is still too difficult on the easier setting, the easier difficulty now adapts to how well you're doing. If you are totally not Star Captain material, the aliens will pull their punches. This adaptive difficulty feature is intentionally left out of the harder original difficulty.
For those that have been wanting less focus on combat, we've added the "Lovestruck" mode which essentially reduces the amount of combat per playthrough. Your survivors can get sick now, just from being in combat, and gradually lose health, stamina, and morale. This may seem like the game is only much harder due to your crew falling to illness, but they are also falling hard for you as well. You need less BASICS points and affection points to finish dates. It may seem like it, but the game isn't harder with this mode on, it's just faster. You can combine the Lovestruck mode with either difficulty mode.
- The following stories are now free to play:
- Veronica
- Carmen
- Added a new feature to easier difficulty:
- Added in the difficulty adapter system.
- This system is designed so that difficulty is reduced depending on ammunition supplies AND health status of all crew members.
- Added Lovestruck Mode:
- -10 to all affection requirements, BASICS tests and BASICS requirements.
- Night Guards have a chance to get sick, losing HP, MP and SP each day. Resting survivors lose less HP, MP and SP.
- To cure sick survivors, have them resting. Has a chance to recover while resting, and each failed attempt will increase the chance to cure the sickness.
- Lovestruck Mode now helps unlock Zoe's Normal Ending.
- Minor bug fixes:
- Fixed a bug where Stella's Affection Requirements weren't properly showing.
- Fixed some grammar for Max Carey 3.
Monday, November 16, 2015
Server migration in process.
As you can see here, we have recently upgraded the server to combat the loading issues people are having. However, the file transfers we were supposed to have from our server provider did not go through, meaning that we have the manually upload the files. In this case, AD2 currently has a lot of files missing for external loading.
Luckily, AD3 is unaffected as we have backed up data for it. The server should be back up in a few days.
- Jungl3Curr1
Luckily, AD3 is unaffected as we have backed up data for it. The server should be back up in a few days.
- Jungl3Curr1
Wednesday, November 11, 2015
AD3 V1.08
Hello everyone! Jungl3Curr1 here with some more updates. This time, we're bringing in useful features to further improve the game:
- Improved loading sequence for those with low bandwidth:
- Added a feature on the splash screen where you can either reload assets or skip loading altogether (WARNING: Skipping the splash screen may not let you view or hear all loaded contents. However, you can just wait for the animated scenes to complete loading whenever possible).
- Added a feature where you can disable loading of SFX and Voice audio to reduce downloading time.
- This feature is necessary for players to experience content faster without facing loading issues. The increased loading time will become more apparent as we add more audio and animated content into the game.
- Fixed a bug where in normal mode, you can date someone who is resting and them let them work afterwards.
- Now you can view current stamina and morale on the scheduling when a survivor is incapacitated.
- Moved the tutorial arrow during Veronica's turn where there wasn't a clear enough indication that players need to swap weapons before using the assault rifle Alt Fire.
- Adjusted text field position and size for incapacitated survivors indication on the right side of the scheduling section.
- Added names of weapons to character stats display in the battle phase.
- Added a button for Dossiers Section where you can access inventory section from there.
Tuesday, November 3, 2015
AD3 is on Newgrounds.
You can check it out and review it at http://www.newgrounds.com/portal/view/665650. You don't have to and there's nothing you haven't seen there, but... it would be appreciated.
Monday, November 2, 2015
AD3 v1.07 (Easier difficulty mode!)
We've added an easier difficulty mode. The patches before this
concentrated solely on making the game easier to understand, but no
punches were pulled. Well, it is actually easy now (a claim I've never
made). You no longer have to get good. Congrats to those that wanted it,
for we have caved in.
New Features
Voices and more content is in the works.
New Features
- Added Easier Mode:
- The difficulty curve is reduced to +1 difficulty every day, which is practically half of Original Mode's.
- The starting difficulty is reduced by 5. (As a result of the two aforementioned changes, the total difficulty at day 35 is 43, instead of Original Mode's 72.)
- Starting Ammo is doubled.
- The easier story requirements are retained. (-4/-3/-2/-1 to tests and requirements for O/V,T/L/S,E)
- Added Original Mode:
- Restored original dating requirements: You and your date must now both be resting, and cannot be incapacitated in order to initiate a date.
- Retains its original difficulty curve, which is parabolic and averages to an increase of 2 difficulty per day.
- The recent eased story requirements are removed in this mode (-4/-3/-2/-1 to tests and requirements for O/V,T/L/S,E)
- The game's original setting of saving every 5 days has been restored, but the half-save feature is still not in effect until we are confident that no crashes or bugs will occur.
Voices and more content is in the works.
Saturday, October 31, 2015
AD3 v1.06
Just a few fixes in this current patch: feel free to pass it up as we are currently working towards a patch that adds an easier difficulty mode. That's right. It's actually coming, and it's actually easy mode.
+Added Essential Tips screen for those that suffer from TL;DR.
+Fixed the slightly too dark choices during dating.
+Polished up the writing a little.
Edit: We've retracted the half-save penalty while we investigate a possible crash. The half-save penalty should only penalize scumming, not non-intentional crashes. Now your progress is saved automatically every day starting from day 2.
Edit: We've retracted the half-save penalty while we investigate a possible crash. The half-save penalty should only penalize scumming, not non-intentional crashes. Now your progress is saved automatically every day starting from day 2.
Tuesday, October 27, 2015
AD3 v1.05 Balance Patch
Hello Everyone! This is jungl3Curr1 with another patch:
- Major Buff: Reduced BASICS Tests and Requirements by the following amount:
- Veronica: -3
- Olga: -4
- Elaine: -1
- Stella: -1
- Larissa: -2
- Terra: -3
- Major Buff: Ultimate Survivor Kit reduces Barricade damage by 25%, up from 0%. (Reason: This kit was comparably overpriced for its effect.).
- Added in most voice lines from the AD3 Trailer onto day 1.
- Minor tweaks:
- Added a cancel button for the character creation screen.
- Rearranged the order of buttons for the main menu.
- Fixed some more lines for day 2 tutorial.
- Fixed a line in day 1 after choosing to not take any unnecessary risks.
- Fixed some lines in day 1 involving sonic emitter and mapping system.
This is an incremental patch. We are still updating the game; more content is in the works.
Monday, October 26, 2015
AD3 Balance Patch v1.04
Hello everyone! Jungl3Curr1 here with the latest balance patch release:
== New Features ==
Soldier Changes
(minor nerf) Soldier's H.E Shot Launcher is replaced with Adrenaline Shot. We decided to save that power for one of our DLC Characters.
(minor buff) Choosing Soldier Class will now grant additional ammunition, but will set barracks drop rate to 80%.
Reason for this: Getting the ammo in the early game is pretty important, and many newbies are failing to realize this, so we're simply letting them start off with it by recommending it to them. To keep Soldier balanced, we're giving him Adrenaline Shot instead (it's not as effective as HE launcher for sure).
Noble Changes
Noble's Adrenaline Shot is replaced with Complain. Complain costs 0 stamina when active, will reduce the caster's barricade and health damage taken by 50%. However, he won't attack or reload his weapon. You can click on the power button again to turn off Complain.
Reason: Adrenaline Shot never thematically really fit Noble, so after we gave that power to Soldier, it left us wanting to ensure that the powers of these captains were all unique (except for you know what).
Others
(minor nerf) Each shot from any weapon will calculate accuracy based on current enemy x position instead of having the accuracy finalised at the beginning of any weapon fire.
== Game Improvements ==
Overall, the patch adds some convenience for returning players, extra clarity/transparency for newcomers, and polish for everyone.
This is an incremental update. We are still adding more things.
== New Features ==
- Added a Daily Report that clearly shows the resulting casualties and acquisitions of the previous day.
- Added Hotkeys for Guard Duty.
1,2,3,4: Select Guard
F: Fire
D: Double Fire
A: Alt Fire
R: Reload
Q/W/E: Power 1/2/3
S: Skip turn
T: Weapon Swap
Ctrl: Enemy turn fast forward - Added "Wax Removal Chance" to map.
Soldier Changes
(minor nerf) Soldier's H.E Shot Launcher is replaced with Adrenaline Shot. We decided to save that power for one of our DLC Characters.
(minor buff) Choosing Soldier Class will now grant additional ammunition, but will set barracks drop rate to 80%.
Reason for this: Getting the ammo in the early game is pretty important, and many newbies are failing to realize this, so we're simply letting them start off with it by recommending it to them. To keep Soldier balanced, we're giving him Adrenaline Shot instead (it's not as effective as HE launcher for sure).
Noble Changes
Noble's Adrenaline Shot is replaced with Complain. Complain costs 0 stamina when active, will reduce the caster's barricade and health damage taken by 50%. However, he won't attack or reload his weapon. You can click on the power button again to turn off Complain.
Reason: Adrenaline Shot never thematically really fit Noble, so after we gave that power to Soldier, it left us wanting to ensure that the powers of these captains were all unique (except for you know what).
Others
(minor nerf) Each shot from any weapon will calculate accuracy based on current enemy x position instead of having the accuracy finalised at the beginning of any weapon fire.
== Game Improvements ==
- Improved weapon and enemy description for the Dossiers.
- Improved how the taunt ability targets enemies. Now it will not select enemies that are already inside the caster's lane.
- Improved tile highlights during battle:
- Tiles will now highlight green whenever the targeting templates touch any affected enemies.
- Taunt will now highlight areas where the taunt ability cannot affect enemies that are already in the caster's lane.
- Added a function to the spreadsheet where if you click anywhere on the screen while it's open, the spreadsheet will retract.
- We have redesigned Diablo Click for better functionality:
- Diablo click will now target the enemy with the lowest HP.
- Diablo Click will now decide for you whether fire or double fire is better to hit against the clicked on enemy.
- If the player has yet to select a guard, diablo click will now target guards arming pistols first before any others.
- Increased Combat Menu growth/shrink rate.
- Tidied up the fly text for better readability.
- Fixed a bug where "Saving on Same Day" function wasn't properly working as intended.
- Fixed a bug where all current buffs appear inactive by the buff user once the buff duration ends for one of them.
- Fixed a bug where the mall SP Bonus didn't affect non-combat working surviviors.
- Fixed a bug where WAX CHANCE resets to 15% when you refresh the game after you did at least 1 wax removal attempt (before signing your name).
- Fixed a bug where Vibrobarrier could absorb all damage when an enemy attack would destroy the barricade in full and the remaining damage goes to the survivor.
- Fixed some spelling and programming errors on Max Carey 1.
- Fixed some word errors in some tutorials.
- Fixed a particular spawn group where the game spawned less enemies than intended.
- Fixed a bug in tutorial where dialogue gets skipped during non-dialogue phases by pressing the space bar.
- Fixed the json for battle tutorial where Terra's response to Larissa about reloading was accidentally included in Beatrice's explanation about reloading.
- Fixed a bug where powers that target all enemies highlight tiles where dead enemies used to be.
Overall, the patch adds some convenience for returning players, extra clarity/transparency for newcomers, and polish for everyone.
This is an incremental update. We are still adding more things.
Saturday, October 24, 2015
AD3 is on Kimochi.
Did you know that other hentai games exist? You can discover and play independent hentai games on Kimochi. The service is free, and it's a lot like steam.
https://kimochi.co/
Originally I wanted to review a bunch of their games but the reviews ended up being so long winded and overly critical that I abandoned the effort. I didn't want to become the Angry Hentai Game Nerd. So try out other people's games and have a good day.
New patch in the works btw.
https://kimochi.co/
Originally I wanted to review a bunch of their games but the reviews ended up being so long winded and overly critical that I abandoned the effort. I didn't want to become the Angry Hentai Game Nerd. So try out other people's games and have a good day.
New patch in the works btw.
Monday, October 19, 2015
AD3 v1.02 Balance patch.
The patch is now live!
Here are the patch notes for Version 1.02:- ==Decreased newbie player frustration==
- Highlighting an enemy now displays your chance to hit, remaining health, remaining shield, and status icon effects.
- Shifted the Story Selection and Weapons Loadout menus. You may now use these menus before signing your name.
- Shifted BASICs point stat distribution from Dossiers to Story Selection for convenience.
- Removed a lot of ambiguity that stopped players from succeeding on dates.
- BASICS suggestion and affection requirements are now displayed for players to even begin a date (for some, but not all stories). With the new signature timing re-balance taken into consideration (you select stories before you sign your name), this means that the player no longer need risk any resources for some of the stories.
- Some stories retain a certain amount of risk, testing partly luck and the amount of BASICS you have (same as AD2).
- Story Selection Menu now completely displays these objectives:
- It shows you the aforementioned BASICS and Affection requirements, if any.
- It tells you when there will be any basics checks, meaning that you can now tell the future.
- It shows you the overall difficulty of the character.
- Mutiny-o-meter can now be found at the Dossiers.
- Viewership can now be found at the Dossiers in addition to the detailed stats.
- ==Game balance== (buff/nerf = good/bad for player)
- (buff) Modified hospital as an available area to retrieve a generic gift that does a flat affection gain instead of trying your luck at the hotel. Hospital now starts with a 100% drop.
- (nerf) Hotel difficulty's minimum increased from -8 to 0. (You don't need to be there as much anymore, and you've got the backup office gift drop anyways.)
- (super buff) Dating requirements much easier (By making it less complex, it's also easier for hardcore enthusiasts, sadly.)
- (buff) "You must be resting together" relaxed to "Neither of you can be on guard duty".
- (buff) "Neither of you can be incapacitated" limitation removed entirely.
- (major buff) Trip mine damage increased from 0SP/15HP to 10SP/20HP.
- (major buff) Stella's Three Gun Salute swapped out for trip mines. The salute, while fancy, was too confusing and too reliant on rng.
- (major nerf) Increased Carmen's power costs to decentivise a Carmen-Hangar Defense strategy.
- (nerf) Carmen's attract mode now costs 2 instead of 1.
- (nerf) Carmen's destroy now does 35 damage instead of 50.
- (nerf) Carmen's KDIG Encryption Protocol now costs 20 instead of 15.
- (minor buff) Mutually Assured Destruction does 15 less damage to guards.
- (minor buff) Louie dodge rating decreased by 10.
- (minor buff) Black hole costs 5 less.
- (minor nerf) Kevlasaurus max speed increased by 1.
- (nerf) Kevlasaurus dodge decreased by 5, but shields increased by 25.
- (major buff) Whip damage calculation changed so that the damage it does is reliant on the horizontal distance the whip has extended, basically doing more damage and easily calculated.
- (major nerf) Starting ammunition halved.
- (major buff) Doubled amount of ammunition dropped from Barracks. (So basically, go there more often).
- Carmen will now be prioritized to become incapacitated if she is on guard duty once the MAD bomb hits the battlefield.
- (minor nerf) Carmen will no longer passively gain HP
- Carmen will now gain HP as if she is a barricade (she now shares the repairing heals with other barricades)
- (minor nerf) Accuracy Bonus from sniper rifle's alt fire can now only be gained if the target hasn't moved no more than 2 square tiles away from its original position. Damage bonus for sniper rifle alt fire remains unchanged.
- (nerf) H.E. Shot Launcher damage decreased from 15SP/30HP to 10SP/20HP
- (nerf) Prior to evacuation, reaching 5 million viewership or less will result in game over
- (minor nerf) BP Boost will now restore 30 Strength to Carmen and all Barricades
- (nerf) BP Boost will no longer automatically revive Carmen. You need Carmen to be around 100HP before she is revived
- (nerf) The day 25 double effect for gift items is now only limited to one gift use per game.
- ==Bug Fixes==
- Fixed a bug where Bikini Vision and Survivor Kit can be dropped from hotel.
- Fixed a bug where Larissa's Space Cow Burger generated 0 affection.
- Fixed a bug where Hangar and Mall are supposed to be adjacent to each other.
- Fixed a bug where clicking on nothing in the bunk view will freeze the game.
- Fixed a bug where Smile Staples was missing from the database.
- Fixed a bug where Carmen's EP is more than Maximum.
- Fixed a bug where the mutiny two lowest calculations were incorrect and the text for it isn't displayed properly.
- Fixed a bug in Larissa Story 3 where her choices weren't correctly inputted.
- Fixed a bug in Zoe Story 2 where her choices weren't correctly inputted.
- Fixed a bug in Zoe Story 9 where a bgm wasn't playing properly.
- Fixed a bug in Zoe Story 10 where it causes the game to crash under certain conditions.
- Fixed a bug in Elaine Story 7 where her sex scenes weren't showing.
- Fixed a bug in Carmen Story 5 where the extra scene wasn't unlocked properly (if right conditions are met).
- Fixed up correct HP loss information for Veronica in Veronica Story 2 when she gets hurt.
- Fixed a bug in Veronica Story 5 where the last choice automatically ended the narrative.
- Fixed a bug where a player using a free action power, then reloading causes the game to freeze.
- Fixed a bug where Carmen's Power Usage Checks was using Stamina instead of energy to determine if Carmen can use powers or not
- Fixed a bug where you cannot allocate less BASICS points than your remaining BASICS points.
- Fixed a bug where the player can immediately end a battle before all enemies are spawned (the exceptions to this rule include using MAD and ending a tutorial battle).
- Fixed a bug where WAX CHANCE does not increase after successfully removing wax.
- Fixed a bug on Adrenaline Shot where the user's stamina decreases after skipping a turn.
- Fixed a bug where reducing amount of BP Boost to 0 will not disappear from inventory.
Saturday, October 10, 2015
Congrats Sander, the first player to beat AD3
I bow to you.
(yes, we're still working on the patch)
(and 2nd place is Nan-yang)
(and 2nd place is Nan-yang)
Thursday, October 8, 2015
Temporary balance patch
So we've been reading the feedback. It would be unfair for me to lump your opinions into one ball, so if you're uninformed or not so opinionated, you may read the player thoughts yourself. The takeaway though, is that it's too difficult, and sometimes unfairly so. Here are some things that will be patched...
-Easing the requirements to initiate a date
-Adding an exact basics requirement, if there is one, to the beginning of each date
-Adjusting the basics requirements
-Adjusting the starting ammunition
-Adding a mutiny-o-meter to show you when you're too close to mutiny, and when gifts for pissed off starsailors is a good idea.
-AND MOREEEE
-AND MOREEEE
-----------------------------
Until that patch goes live, we're simply doubling the amount of starting ammunition you start a run with.
Simply doubling the ammo count does not fix the problem; the problem is that the issues above result in too much complexity and hidden information. Having an easier overall game should alleviate the issues in the meantime.
The double ammo count patch is live.
Bug fixes for loading and resume
My sincerest apologies. While I was doing some little tweaks involving getting certain permanent items to load out anytime (eg. Bikini Mode), I was silly enough not to test it.
For those having troubles loading and resuming, you can go back now!
For those having troubles loading and resuming, you can go back now!
Wednesday, October 7, 2015
Initial thoughts?
The problem with initial thoughts is that for a complex game, initial thoughts will generally be either that of wonder or that of frustration. Until the player can get over that "hoop" and can see the bigger picture, complexity is directly contrasted by accessibility.
We can see this with the stringent dating requirements. Here they are:
1- You have to had purchased the character.
2- The captain and the girl to date have to be resting.
3- Neither the captain nor the date can be incapacitated.
4- You have to have your base located at where the girl's next story event takes place.
From an accessibility standpoint, this is pretty bad. What else do you have to do, blow on the cartridge? From a complexity standpoint, it makes good sense. Apart from our evil money scheming agendas, assigning these characters to be both resting is strategically challenging. Moving your base to that location also keeps the map strategy of the game fresh... The more you're forced to move around, the more unique challenges will beset you (however unique a limited enemy palette can conjure, I suppose). At least these requirements are realistic. You don't have to wait for the celestial bodies to align in order to get a date, at least not in this game. But perhaps it's too much to remember. Perhaps at some point, our bottom line does matter. So what do we concede on?...
1- Nope.
2- This takes away the strategic oomph of assignments.
3- Almost a no go, since characters can actually take damage during stories, we'd have to remove *that* part first, and these requirements are quite insignificant in comparison.
4- Not only is there strategy, but a sense of realism. Many characters give...quests...and tell you to go to different places, so story wise and strategy wise, this requirement is here to stay.
Perhaps we could remove the second requirement. Just something to consider.
How do you feel about the game so far?
We can see this with the stringent dating requirements. Here they are:
1- You have to had purchased the character.
2- The captain and the girl to date have to be resting.
3- Neither the captain nor the date can be incapacitated.
4- You have to have your base located at where the girl's next story event takes place.
From an accessibility standpoint, this is pretty bad. What else do you have to do, blow on the cartridge? From a complexity standpoint, it makes good sense. Apart from our evil money scheming agendas, assigning these characters to be both resting is strategically challenging. Moving your base to that location also keeps the map strategy of the game fresh... The more you're forced to move around, the more unique challenges will beset you (however unique a limited enemy palette can conjure, I suppose). At least these requirements are realistic. You don't have to wait for the celestial bodies to align in order to get a date, at least not in this game. But perhaps it's too much to remember. Perhaps at some point, our bottom line does matter. So what do we concede on?...
1- Nope.
2- This takes away the strategic oomph of assignments.
3- Almost a no go, since characters can actually take damage during stories, we'd have to remove *that* part first, and these requirements are quite insignificant in comparison.
4- Not only is there strategy, but a sense of realism. Many characters give...quests...and tell you to go to different places, so story wise and strategy wise, this requirement is here to stay.
Perhaps we could remove the second requirement. Just something to consider.
How do you feel about the game so far?
There may be an account bug barring you from dating characters.
This bug seems to affect some backers only, we don't know how widespread the issue is yet. If you're unable to date anyone other than Olga, check in the store, and see if the characters are unlocked. If they are not, then we have a simple workaround: please message me with your login and we will ensure that your AD3 account is properly accredited with what you purchased. Sorry for the inconvenience.
It's done.
If you are not an offbeatr/kickstarterer, come on down to hentaicook.com and feel free to try the game out.
I am euphoric.
Sorry Vincent, I don't have a celebration speech prepared, so umm...it'll just have to wait. I know how I feel right now, and I don't need to express it in words because I'll always remember.
I am euphoric.
Sorry Vincent, I don't have a celebration speech prepared, so umm...it'll just have to wait. I know how I feel right now, and I don't need to express it in words because I'll always remember.
Gimme like an hour.
Also, if you don't mind, please go to andrograde.com, login with your newly found credentials now instead of later, because uhh... the server might break, so if it's going to break under the heavy pressure, better now I guess.
Who here thinks I should just push the button?
I mean fuck those offbeatr guys right? Who's with me here?!
They're only our most loyal and oldest customers, lol
They're only our most loyal and oldest customers, lol
AD3 alllmoost
I've sent the kickstarter emails. The game is not out yet. I need to send the offbeatr mails first.
Wait.
Okay people on offbeatr. I'm gonna need a spirit bomb here. If you all don't log in, I can actually get around to sending everyone a private message with login details. kthxbye
Wait.
Okay people on offbeatr. I'm gonna need a spirit bomb here. If you all don't log in, I can actually get around to sending everyone a private message with login details. kthxbye
Tuesday, October 6, 2015
Delay of the day
So... the game is just about released, but we're not quite done with sending out passwords for offbeatr backers (who are all not email based, gotta private message em). We could push the launch button right now, but my partner insists we do a final bug hunt for bugs that may not exist. So it's his fault too, but it's a good kind of fault. Tomorrow, we'll probably release, whether or not that meaning offbeatrers will have to wait.
Q:"When can I expect a password? And how?":
I will mail it to you. Kickstarters will get theirs first, and I will post on there and here stating that they have been sent, so if u didn't get one, lolol u dun fucked up. Or we will just get you it. Once passes are sent, game will launch... hopefully today. 10/7
Also... LF Gator Dude
Q:"When can I expect a password? And how?":
I will mail it to you. Kickstarters will get theirs first, and I will post on there and here stating that they have been sent, so if u didn't get one, lolol u dun fucked up. Or we will just get you it. Once passes are sent, game will launch... hopefully today. 10/7
Also... LF Gator Dude
Dude, ur AOL email account was disabled, and uh good riddance for sticking it to them, but I don't have your current email. If u can contact me with proof of purchase, I would be happy to make sure u get your reward.
Thursday, October 1, 2015
Last update before launch...(hopefully)
I started making these with the bottom two on the lower right corner (Isabel, Olga). Those were hastily done and didn't show a lot of emotion; basically just quick sprite edits. I decided it was worth the effort to draw the rest with a bit more personality. No, Zoe can't shoot while she's down (not that we haven't finalized that decision), it's just an homage to L4D2. I regret not being an animation virtuouso because it'd be really nice to see these characters breathing a lot.
I hope that when you see them in game, their struggles will endeavor you to get the fuck back up and keep it going.
I hope that when you see them in game, their struggles will endeavor you to get the fuck back up and keep it going.
Thursday, September 17, 2015
hentaicook.com is transfering servers
It is temporarily down.
Edit:
It's up. lol
Not the game, mind you!
Edit:
It's up. lol
Not the game, mind you!
Sunday, September 6, 2015
09/06
Hello everyone! Jungl3Curr1 here bringing good news.
Patch v0.90 is here, which means we are nearing the early access stage! Here are some of the things we need to do before that is possible:
- Art: Still waiting on the rest of the enemy animation, the "downed" animation for all survivors, and all power activated. However, we could skip to early access after the "downed" animations are done.
- Story: Almost done. Now I just need to set up the tutorial stage.
- UI: Most of the UI has been improved. Perhaps there may be other things missing.
- Programming: Will focus on getting tutorial finished.
If you have any suggestions or complaints while playing the latest version, let us know by posting your comments on the blog. We strive to make this game an enjoyable experience, despite some of the short-handed staff!
Patch v0.90 is here, which means we are nearing the early access stage! Here are some of the things we need to do before that is possible:
- Art: Still waiting on the rest of the enemy animation, the "downed" animation for all survivors, and all power activated. However, we could skip to early access after the "downed" animations are done.
- Story: Almost done. Now I just need to set up the tutorial stage.
- UI: Most of the UI has been improved. Perhaps there may be other things missing.
- Programming: Will focus on getting tutorial finished.
If you have any suggestions or complaints while playing the latest version, let us know by posting your comments on the blog. We strive to make this game an enjoyable experience, despite some of the short-handed staff!
Stay tuned for more updates!
- Jungl3Curr1
- Jungl3Curr1
Thursday, August 27, 2015
8/27
Today, I worked on Elaine's story a bit, finished up enemyspawns with jungle's help, and progressed this yet to be animated scene.
I used to sell chocolate easter bunnies for a school fundraiser. idk, I just thought saying that here would uh, freak you out.
I used to sell chocolate easter bunnies for a school fundraiser. idk, I just thought saying that here would uh, freak you out.
Monday, August 24, 2015
8/24
Hey. I'm kind of strapped for cash atm. I'm not begging, and I'm very confident we can finish. The only reason I mention it is that we're going to go with a silent release to lessen first day server strain. I might be able to find the money to get a more dedicated server, but if not, then we'll have to just inform as fewer backers/players to keep the server afloat for the first week of release.
Here's the stuff I personally need to do before we've considered the game polished to the point of Early Access:
-Finish animating new Veronica hentai scene. Write it into her story.
-Revise and correct certain criticisms of Larissa's story.
-Convert an Elaine synopsis into story form.
-Draw C,E,S,L,T,Z,H battle downed states.
-Correct the Assignments character pages to show nondescript stats rather than incorrect ones.
-Quality assurance.
All that will take me... less than a month but I'm sure you're aware of my aversion for predicting the future. In terms of progress, it looks like I can *allllmost* count the number of things I have left to do on one hand. My partner's tasks involve primarily putting said things into the game.
When we reach Early Access, it'll lack threesomes, voice, and a few insignificant visual features. For those that want a full experience, you'd probably want to wait until the voices are implemented before playing. If you don't care about voices, then you can just play it as is and come back when the "freesome" update is released.
Thanks for being patient. The struggle is and always has been real.
Here's the stuff I personally need to do before we've considered the game polished to the point of Early Access:
-Finish animating new Veronica hentai scene. Write it into her story.
-Revise and correct certain criticisms of Larissa's story.
-Convert an Elaine synopsis into story form.
-Draw C,E,S,L,T,Z,H battle downed states.
-Correct the Assignments character pages to show nondescript stats rather than incorrect ones.
-Quality assurance.
All that will take me... less than a month but I'm sure you're aware of my aversion for predicting the future. In terms of progress, it looks like I can *allllmost* count the number of things I have left to do on one hand. My partner's tasks involve primarily putting said things into the game.
When we reach Early Access, it'll lack threesomes, voice, and a few insignificant visual features. For those that want a full experience, you'd probably want to wait until the voices are implemented before playing. If you don't care about voices, then you can just play it as is and come back when the "freesome" update is released.
Thanks for being patient. The struggle is and always has been real.
Tuesday, August 4, 2015
Update: 08/04
I'm sorry for the lack of updates, but HC and I have been busy trying to get the game done as quickly as possible.
To compensate for this, I will post an update on all aspects of the game:
- Art: Waiting on the rest of the enemy animation, the "downed" animation for all survivors, and all power activated.
- Story: Got half of the narrative database installed inside the game. Working on getting the other half finished.
- UI: Will work on those improvements after Story is at least done.
- Programming: While waiting on others, we got the store function working (so far with one API dedicated to AD3 purchases)
I cannot promise you that we will give you updates at least once a week, because we have a lot of tasks at hand. But we will give you updates whenever we can.
- Jungl3Curr1
To compensate for this, I will post an update on all aspects of the game:
- Art: Waiting on the rest of the enemy animation, the "downed" animation for all survivors, and all power activated.
- Story: Got half of the narrative database installed inside the game. Working on getting the other half finished.
- UI: Will work on those improvements after Story is at least done.
- Programming: While waiting on others, we got the store function working (so far with one API dedicated to AD3 purchases)
I cannot promise you that we will give you updates at least once a week, because we have a lot of tasks at hand. But we will give you updates whenever we can.
- Jungl3Curr1
Wednesday, July 8, 2015
Patch v0.63: Warning
Hello! Jungl3Curr1 here with a quick update.
We're having a first data wipe for AD3 Game. The main reason is that there are some data variables inside the game where a simple replacement isn't easy to implement. If you are on day 20 or so, I do apologize for the inconvenience.
On the upside, we have made more bug fixes and game play changes such as:
- Removing the infinite Mike Moose Spawning bug through the use of assault rifle (which was a bug)
- Allowing HP Boosts to revive any incapacitated characters in addition to restoring HP
- Improving shotgun push back effect.
I will also like to say that there may be more data wipes needed in future patch changes, but we won't do so upon public release. (Which will be Version 1.00 and beyond).
Stay tuned for more updates!
- Jungl3Curr1.
We're having a first data wipe for AD3 Game. The main reason is that there are some data variables inside the game where a simple replacement isn't easy to implement. If you are on day 20 or so, I do apologize for the inconvenience.
On the upside, we have made more bug fixes and game play changes such as:
- Removing the infinite Mike Moose Spawning bug through the use of assault rifle (which was a bug)
- Allowing HP Boosts to revive any incapacitated characters in addition to restoring HP
- Improving shotgun push back effect.
I will also like to say that there may be more data wipes needed in future patch changes, but we won't do so upon public release. (Which will be Version 1.00 and beyond).
Stay tuned for more updates!
- Jungl3Curr1.
Thursday, July 2, 2015
7/2
Face dump. My fav is Larry, Stella, then Bea smiling. Eric likes Zoe.
We're just importing stuff into the game at the moment. Every now and then we refine story, but mostly just trying to cross the finish line. The combat was patched again, and a nasty bug involving incorrect monster spawns has been eliminated. We should be rolling out the newest patch soon, and while the dating elements are still being withheld until closer to final, the combat feels very complete.
The combat will tie into the dating aspects, what with the player's ability to lead in question; doing a bad job or being an uncool dude will get you mutinied. The mutiny system addresses a general issue about dating sims, in that the player generally has no incentive to make other girls happy during each run. Usually the player just buys all the flowers for one girl and then ignores the other girls until he goes for a new run, so the mutiny system will ensure that the player takes care of all his crewmembers to a certain extent.
Some players complain it's too hard...but umm... we're actually thinking about increasing the difficulty. The goal to get to Day 35 would actually be the hardest difficulty in the game. It's a tense game, stressful and strategical because the player feels ultimately responsible for loss. I'll lay down some cool strats.
Barricades are the most plentiful resource, abuse it- Ensure your enemies are spreading out damage over barricades evenly. You can spread the enemies around with Taunt or side pushing weapons like the machine pistol or the alternate fire on the pistol.
Get ammo at the barracks- Conserve ammo. You'll end most runs typically with no ammo at all.
Appraise your location's risk and rewards- Since the drop chance of items in an area decreases every time you pick up an item, and the difficulty of areas commonly fluctuates, you'll want to make sure that staying in an area is actually a good idea. I've left a +0 difficulty 30% Ammunition drop chance because... 30% sucks, haha. It would have probably been worth it if I lucked out and got the ammo, but the other 70% chance of facing even a +0 difficulty would have not made up for the risk.
If they're destroying you, then mutually assure them that you can destroy them- The difficulties of each area can slide in a manner that isn't in your favor. You can also find yourself stuck behind Iacchan wax because you used too much energy. If that happens, consider using Isabel's Mutually Assured Destruction power. It's a nuke, so you do damage to everything, yourself included. One character gets incapped, and three take 150 damage, but you lower all of the difficulties of the station to their lowest values. The MAD is a good early game ammo rush strat, end game strat, and emergency strat. You have to be really prepared for it though. So first thing to worry about is the huge nuclear explosion in your face. The first 50 of 150 damage should be soaked by your barricades.
You'll want your barricades topped off to 100%, so a BP boost is extremely helpful in getting there because the BP Boost gives guaranteed BP. Not using the BP boost means that you'll have to commit a large number of survivors to repairing, sometimes even at a waste because of the random amount of bp involved in repairing. Vibrobarrier is a power that Zoe and Elaine have that can double the amount of damage the vibrobarriers can take. You pretty much have to have one of the two along in order to soak up 100 damage.
There's still more damage coming through. You can take it in different ways. If you have high health characters, that can work. Characters can also take damage past 0, but up to half their maximum health. (So Larissa with 100hp can go to -50 damage before getting incapacitated). It's extremely risky, but as long as the character doesn't go past that negative point, they'll get back up with a sliver of health the next day. Also, having Veronica's or DoctorCaptain's Painkillers is pretty pro at ensuring your characters take no damage.
Finally, you will always have one random character incapacitated by the effect. There's nothing you can do about it to prevent it, but at least you don't lose viewership from it.
Here's a good early game setup for MAD: Isabel, Elaine/Zoe (for Vibrobarrier damage mitigation), Veronica (Painkillers give an additional damage mitigation), Captain-Noble(Noble is a pretty bad character, so you'll want to pray that he takes the brunt of the nuke).
Other fav setups of mine:
Team Godrifle:
Olga w/ Assault Rifle
Isabel w/ Assault Rifle
Elaine w/ Shotgun
Stella w/ Assault Rifle
Elaine uses KDIG Frequency Jammer to clear the way for assault rifles, Isabel uses Maximum Firepower to ensure that the survivors that normally can't shoot (stella, olga), can fire. Olga has strong powers, but she's less AOE. Fielding Olga in this team essentially lets you react against either super tough T-Roosters with her black hole power, or fire with assault rifles against smaller foes. If you luck out and find Zombies, Stella can use her Three Gun Salute power to increase the morale of Olga and Elaine, both of whom tend to consume morale on a very regular basis.
hrm. More setups to come, lol.
We're just importing stuff into the game at the moment. Every now and then we refine story, but mostly just trying to cross the finish line. The combat was patched again, and a nasty bug involving incorrect monster spawns has been eliminated. We should be rolling out the newest patch soon, and while the dating elements are still being withheld until closer to final, the combat feels very complete.
The combat will tie into the dating aspects, what with the player's ability to lead in question; doing a bad job or being an uncool dude will get you mutinied. The mutiny system addresses a general issue about dating sims, in that the player generally has no incentive to make other girls happy during each run. Usually the player just buys all the flowers for one girl and then ignores the other girls until he goes for a new run, so the mutiny system will ensure that the player takes care of all his crewmembers to a certain extent.
Some players complain it's too hard...but umm... we're actually thinking about increasing the difficulty. The goal to get to Day 35 would actually be the hardest difficulty in the game. It's a tense game, stressful and strategical because the player feels ultimately responsible for loss. I'll lay down some cool strats.
Barricades are the most plentiful resource, abuse it- Ensure your enemies are spreading out damage over barricades evenly. You can spread the enemies around with Taunt or side pushing weapons like the machine pistol or the alternate fire on the pistol.
Get ammo at the barracks- Conserve ammo. You'll end most runs typically with no ammo at all.
Appraise your location's risk and rewards- Since the drop chance of items in an area decreases every time you pick up an item, and the difficulty of areas commonly fluctuates, you'll want to make sure that staying in an area is actually a good idea. I've left a +0 difficulty 30% Ammunition drop chance because... 30% sucks, haha. It would have probably been worth it if I lucked out and got the ammo, but the other 70% chance of facing even a +0 difficulty would have not made up for the risk.
If they're destroying you, then mutually assure them that you can destroy them- The difficulties of each area can slide in a manner that isn't in your favor. You can also find yourself stuck behind Iacchan wax because you used too much energy. If that happens, consider using Isabel's Mutually Assured Destruction power. It's a nuke, so you do damage to everything, yourself included. One character gets incapped, and three take 150 damage, but you lower all of the difficulties of the station to their lowest values. The MAD is a good early game ammo rush strat, end game strat, and emergency strat. You have to be really prepared for it though. So first thing to worry about is the huge nuclear explosion in your face. The first 50 of 150 damage should be soaked by your barricades.
You'll want your barricades topped off to 100%, so a BP boost is extremely helpful in getting there because the BP Boost gives guaranteed BP. Not using the BP boost means that you'll have to commit a large number of survivors to repairing, sometimes even at a waste because of the random amount of bp involved in repairing. Vibrobarrier is a power that Zoe and Elaine have that can double the amount of damage the vibrobarriers can take. You pretty much have to have one of the two along in order to soak up 100 damage.
There's still more damage coming through. You can take it in different ways. If you have high health characters, that can work. Characters can also take damage past 0, but up to half their maximum health. (So Larissa with 100hp can go to -50 damage before getting incapacitated). It's extremely risky, but as long as the character doesn't go past that negative point, they'll get back up with a sliver of health the next day. Also, having Veronica's or DoctorCaptain's Painkillers is pretty pro at ensuring your characters take no damage.
Finally, you will always have one random character incapacitated by the effect. There's nothing you can do about it to prevent it, but at least you don't lose viewership from it.
Here's a good early game setup for MAD: Isabel, Elaine/Zoe (for Vibrobarrier damage mitigation), Veronica (Painkillers give an additional damage mitigation), Captain-Noble(Noble is a pretty bad character, so you'll want to pray that he takes the brunt of the nuke).
Other fav setups of mine:
Team Godrifle:
Olga w/ Assault Rifle
Isabel w/ Assault Rifle
Elaine w/ Shotgun
Stella w/ Assault Rifle
Elaine uses KDIG Frequency Jammer to clear the way for assault rifles, Isabel uses Maximum Firepower to ensure that the survivors that normally can't shoot (stella, olga), can fire. Olga has strong powers, but she's less AOE. Fielding Olga in this team essentially lets you react against either super tough T-Roosters with her black hole power, or fire with assault rifles against smaller foes. If you luck out and find Zombies, Stella can use her Three Gun Salute power to increase the morale of Olga and Elaine, both of whom tend to consume morale on a very regular basis.
hrm. More setups to come, lol.
Saturday, June 27, 2015
Patch v0.6 updates
Hello everyone! Jungl3Curr1 here with some updates on patch v0.6:
Ok, so it isn't much going on, but I would like to talk about inventory management. I'm not sure if many people were aware that they can use the items in the profile section during the morning operations phase. This is what it had before patch v0.6:
There are a few problems with it. Firstly, these items only have a name. This doesn't tell the players what they exactly do. Another problem is that the current inventory system is too clunky (basically I have a row of text fields you can click on.) The last problem is basically displaying items with long names.
I decided to make a new inventory management view independent from the existing profile section:
As you can see here, you have a more in-depth information on the items, the amount you hold, and description.
You can access the inventory section around that circle.
Stay tuned for more updates!
- Jungl3Curr1
Wednesday, June 3, 2015
AD3 Public Beta and Walkthrough
Please watch the tutorial before playing the game. It is not advised that you play the beta if these types of strategy games are not already your cup of tea, because story is being withheld from beta until final release.
And here's the beta link.
http://www.hentaicook.com/ad3demo.html
It's known to work best with google chrome; there are a few issues regarding things flying outside of the window frame in firefox. It's kind of amusing but uhhh should be fixed, eheh
Saturday, May 30, 2015
Attn: any private testers
If you've added me on Skype and have yet to play, just keep yourself logged into skype and if we're ever on at the same time, and I'm not predisposed, I will be happy to give you the beta/tutorial/answer any questions.
Tuesday, May 26, 2015
AD3 playable private beta.
We've been keeping mum for a while... And that's because we've released a beta that's very playable. I've decided not to release it publicly, and the reason for that is a little complicated.
The game is currently playable. You can beat it, or die trying. The beta is still missing a few features. The dating sim aspects of the game are still under construction, and some mechanics and assets are still being implemented.
The reason I've decided not to go public with this beta is because only the combat section is really finished, and that section of the game is not fun "for everyone". I'm not saying it's not fun, I personally love it, but you have to have a penchant for the rogue-like genre to appreciate it. If you don't know what I mean by that, it's like as if AD3 is now a Hentai Dating Sim + Chess game instead of Hentai Dating Sim + Call of Duty. It's a game where you're overwhelmed with the responsibility of managing 11 characters and you may die a lot. Err, okay, you probably die way more in Call of Duty than you do playing Chess, but in Chess, it feels much more punishing to lose than it does to say..."hit X to respawn". If the dating sim portion of the game were finished, I'd be fine with releasing this game publicly, but as it stands... I don't want you to get a bad impression of the game. The small batch of testers that have played AD3 pretty much have the same reaction: There's no reward for beating combat, and no down-time from all the management duty because it's simply not put in the game yet.
So if you like very difficult turn based strategy games or if you're just really impatient and want to see the game, for now, you'll have to catch me on skype at godrifle1 to get a private beta copy. You have to be willing to share your screen too, so clean up that desktop for me before I come over. The whole skype restriction will/may be retracted once the tutorial is finished, because at the moment, I'm having to run players through the game with a hands-on approach. It may seem repetitive, but running players through the game again and again allows me to highlight important aspects to include in the tutorial.
The game is currently playable. You can beat it, or die trying. The beta is still missing a few features. The dating sim aspects of the game are still under construction, and some mechanics and assets are still being implemented.
The reason I've decided not to go public with this beta is because only the combat section is really finished, and that section of the game is not fun "for everyone". I'm not saying it's not fun, I personally love it, but you have to have a penchant for the rogue-like genre to appreciate it. If you don't know what I mean by that, it's like as if AD3 is now a Hentai Dating Sim + Chess game instead of Hentai Dating Sim + Call of Duty. It's a game where you're overwhelmed with the responsibility of managing 11 characters and you may die a lot. Err, okay, you probably die way more in Call of Duty than you do playing Chess, but in Chess, it feels much more punishing to lose than it does to say..."hit X to respawn". If the dating sim portion of the game were finished, I'd be fine with releasing this game publicly, but as it stands... I don't want you to get a bad impression of the game. The small batch of testers that have played AD3 pretty much have the same reaction: There's no reward for beating combat, and no down-time from all the management duty because it's simply not put in the game yet.
So if you like very difficult turn based strategy games or if you're just really impatient and want to see the game, for now, you'll have to catch me on skype at godrifle1 to get a private beta copy. You have to be willing to share your screen too, so clean up that desktop for me before I come over. The whole skype restriction will/may be retracted once the tutorial is finished, because at the moment, I'm having to run players through the game with a hands-on approach. It may seem repetitive, but running players through the game again and again allows me to highlight important aspects to include in the tutorial.
Sunday, May 24, 2015
Wednesday, May 20, 2015
Sunday, May 17, 2015
Monday, May 11, 2015
5/12
Hello everyone! Jungl3Curr1 with another update.
I know that it's getting a bit tiring seeing more mundane things, but we ensure that we're doing the best we can in getting this game up and running asap!
If you all have a lot of patience left in you, I promise you all won't be disappointed when the game is up!
Until then, stay tuned for more updates!
- Jungl3Curr1
Wednesday, May 6, 2015
5/7
Hello! Jungl3Curr1 here with some more updates:
I am currently working on Mapping, which is one of the fundamental game mechanics for AD3. I do not have any previews of that to show. However, I am going to show you the BunkUI (Which the basics are completed).
We'll bring you more updates shortly!
- Jungl3Curr1
I am currently working on Mapping, which is one of the fundamental game mechanics for AD3. I do not have any previews of that to show. However, I am going to show you the BunkUI (Which the basics are completed).
We'll bring you more updates shortly!
- Jungl3Curr1
Saturday, May 2, 2015
5/3
Hai Jungl3Curr1 here with some more updates.
HC and I have been busy in the past few days, mainly due to play-testing combat segments ourselves.
I've also been tweaking narrative segments so that it reflects the scenes from the trailer as best as possible:
I'll try bringing you more updates as soon as I can!
HC and I have been busy in the past few days, mainly due to play-testing combat segments ourselves.
I've also been tweaking narrative segments so that it reflects the scenes from the trailer as best as possible:
I'll try bringing you more updates as soon as I can!
Monday, April 27, 2015
Friday, April 24, 2015
4/24
Jungl3Curr1 here with more updates!
HC and I are wrapping up with testable combat. I can't really promise it'll be done by this week, or even next week, but we are going through them as quickly as possible.
I've also worked on the save system, which looks like this:
HC and I are wrapping up with testable combat. I can't really promise it'll be done by this week, or even next week, but we are going through them as quickly as possible.
I've also worked on the save system, which looks like this:
The save system can only be automatically saved one each game day has been completed, and there are up to 10 saves you can keep. Once there are 10 existing saves, the game will delete the oldest save in order to make room for newer saves.
Expect more updates from HC and I!
- Jungl3Curr1
Monday, April 20, 2015
4/20
HC here. Special pothead edition. Here is what we have been working on.
http://www.hentaicook.com/blog/larissaBlog.swf
(Minor epilepsy warning)
http://www.hentaicook.com/blog/elaineBlog.swf
Request for help:
http://www.hentaicook.com/blog/larissaBlog.swf
(Minor epilepsy warning)
http://www.hentaicook.com/blog/elaineBlog.swf
Request for help:
Help me name these enemies.
First off, the T-Rooster at the right is beautifully named. I mean, Tyranosaurus Rooster. Roostersaurus. Tyranorooster. ANY of these roll off the tongue beautifully, but T-Rooster is the one enemy I do not need help naming.
The white thing is currently named Badbitt. (badger rabbit). It can create dams to cover its allied aliens.
The barrel thing.... has an exploding barrel. It's currently named Buttcrab (as opposed to HL2's headcrab)
The stegosaurus is currently named Kevlasaurus. It has a high shield value.
The hand thing... heals...things. It's currently named healer.
Plz help hentaicook games studios think of new names. Due to potential copyright issues, only entries that are either missing letters or with horrible spelling will be accepted. Entries must be made anonymously. ie- b4dbydt, kevlarghshyuaaurus, "teehee _oostah".
Friday, April 17, 2015
4/18
Jungl3curr1 here, bringing you more updates!
Today, I'm gonna show you one of the more boring tasks I was assigned to do...
However, this is actually important because HC and I would like to test all characters without having to change code manually.
Expect to see more mundane updates in the next week or 2!
Jungl3Curr1.
Wednesday, April 15, 2015
4/15
Jungl3Curr1 here, bringing you good news.
I believeI've(we've-HC...okay fine w/e) completed roughly 60-65% of View Battle Class (About 100% in terms of designing the backbone of battle).
Here is an image of what the current battle phase looks like:
Here's a breakdown on what the class now contains:
- A recycling factory which helps maintain memory usage of this game a lot better
- Static images of all enemies, so that players can tell which is what
- Combat Tooltip to view weapon and power details
- Barricades that change depending on barricade strength
- Movement System simplified to account for all external movement effects (push backs, pulls, e.t.c.)
Perhaps after doing some cleanup on the battle phase, I can finally move on to other things, until I am able to get started on implementing all of the fighter animations (and other extra effects)
Stay tuned for more updates!
- Jungl3curr1
I believe
Here is an image of what the current battle phase looks like:
Here's a breakdown on what the class now contains:
- A recycling factory which helps maintain memory usage of this game a lot better
- Static images of all enemies, so that players can tell which is what
- Combat Tooltip to view weapon and power details
- Barricades that change depending on barricade strength
- Movement System simplified to account for all external movement effects (push backs, pulls, e.t.c.)
Perhaps after doing some cleanup on the battle phase, I can finally move on to other things, until I am able to get started on implementing all of the fighter animations (and other extra effects)
Stay tuned for more updates!
- Jungl3curr1
Saturday, April 11, 2015
4/11
New barricades set up. Elaine and Olga have set up a matter compressor that accepts certain metals and molds them into barricade sheets. The survivors feed the compressor any junk type material that has a certain amount of strength, yet pliable (and not too strong or it would cost too much electricity to mold it... and if it was large enough, they'd use it as is, instead of dismantling first). Barricade sheets are effective in absorbing kinetic types of attacks from zombies/aliens. The top and bottom section of the sheets act like rails to allow the sheets to recoil when hit with a blunt attack. After every night, the survivors can rotate out any damaged sheets and place those in the back instead (like a deck of cards). The aliens can get through these defenses with acidic blood that corrodes the metals. Yeah, like the Alien movies. I couldn't think of any other way around the problem of having highly tech survivors versus animal-like aliens. Come to think of it, it's kind of a missed opportunity, but I didn't put in any enemies that looks remotely like H.R.Giger's alien. I think the guy was a big monster sex fan.
Hentaicook team:
-Started drawing art for knocked out characters (previously, knocked out characters would end the round, but we've changed the design so that knocked out characters will lie down and do nothing, so you have to save them or else they get incapacitated!)
-Did some balance changes regarding sidepush mechanics being too bad/too good. Decided on giving more characters the taunt ability.
-Numerous UI fixes; tooltip, combat menu positioning,
-Enemy initiative implemented.
Hentaicook team:
-Started drawing art for knocked out characters (previously, knocked out characters would end the round, but we've changed the design so that knocked out characters will lie down and do nothing, so you have to save them or else they get incapacitated!)
-Did some balance changes regarding sidepush mechanics being too bad/too good. Decided on giving more characters the taunt ability.
-Numerous UI fixes; tooltip, combat menu positioning,
-Enemy initiative implemented.
Wednesday, April 8, 2015
4/8
Thanks to further progress in coding and previous playtesting(before any lines of code were even written), we've managed to narrow down the list of confirmed powers. This is still a tentative list, mind you.
For a while, we struggled to find a way to differentiate the assault rifle from the other guns. The pistol has infinite ammo, the machine pistol has shield damage/lane pushing, the shotgun is close range/pushes the enemy backwards, and the sniper rifle can bypass shields/aim for maximum damage. The hard part about assault rifles is that they're basically OP, in real life. They basically work at any range. Sure, they're much clunkier to wield than a pistol, but if you're completely prepared to take on a bunch of aliens tonight, an assault rifle will do you no wrong. For the longest time, the solution was to simply make the ammo rare. Eventually after throwing around ideas of how to give the assault rifle a unique perk, it was decided to give the gun a unique drawback instead. In the US, assault rifles are outright restricted whereas handguns are not, but the definition of an assault rifle is not very easy to narrow down; certain customizations are allowed for handguns to be more like an assault rifle. Anyway, the dystopian society of Aching Dreams allows for the ownership of assault rifles, but does not allow for the discharge of them. If you fire one, an unblockable electronic signature is dispatched, and an officer of the law will come to investigate. Since there aren't any officers around on a space station full of zombies (well, okay, there aren't any officers around to respond), a robot will be dispatched in the officer's place. In game terms, this means that every time someone fires an assault rifle, there's a chance that a Digknee Mick Moose bot will come in and shoot your survivors down. You can counter this by turning on either Elaine or Carmen's KDIG Frequency Jammer, which lowers the chance of a Mick Moose reprisal. Other strats include using the assault rifle right before the sun comes up, or equipping so many assault rifles that you'd be well equipped to take on any Mick Moose bots, and then some (but it'd surely cost a lot of AR ammo!). So anyways, the drawback of the Mick Moose bot is so bad, that the Assault Rifle has been rebalanced to the point where it's above and beyond better than any of the other guns. I'll probably have to rename EMP wave to something else though.
For a while, we struggled to find a way to differentiate the assault rifle from the other guns. The pistol has infinite ammo, the machine pistol has shield damage/lane pushing, the shotgun is close range/pushes the enemy backwards, and the sniper rifle can bypass shields/aim for maximum damage. The hard part about assault rifles is that they're basically OP, in real life. They basically work at any range. Sure, they're much clunkier to wield than a pistol, but if you're completely prepared to take on a bunch of aliens tonight, an assault rifle will do you no wrong. For the longest time, the solution was to simply make the ammo rare. Eventually after throwing around ideas of how to give the assault rifle a unique perk, it was decided to give the gun a unique drawback instead. In the US, assault rifles are outright restricted whereas handguns are not, but the definition of an assault rifle is not very easy to narrow down; certain customizations are allowed for handguns to be more like an assault rifle. Anyway, the dystopian society of Aching Dreams allows for the ownership of assault rifles, but does not allow for the discharge of them. If you fire one, an unblockable electronic signature is dispatched, and an officer of the law will come to investigate. Since there aren't any officers around on a space station full of zombies (well, okay, there aren't any officers around to respond), a robot will be dispatched in the officer's place. In game terms, this means that every time someone fires an assault rifle, there's a chance that a Digknee Mick Moose bot will come in and shoot your survivors down. You can counter this by turning on either Elaine or Carmen's KDIG Frequency Jammer, which lowers the chance of a Mick Moose reprisal. Other strats include using the assault rifle right before the sun comes up, or equipping so many assault rifles that you'd be well equipped to take on any Mick Moose bots, and then some (but it'd surely cost a lot of AR ammo!). So anyways, the drawback of the Mick Moose bot is so bad, that the Assault Rifle has been rebalanced to the point where it's above and beyond better than any of the other guns. I'll probably have to rename EMP wave to something else though.
Tuesday, April 7, 2015
4/7
Jungl3Curr1 again with some progress:
- I've implemented powers with beneficial effects. More powers coming soon!
- Been tweaking around with weapon alt powers.
- HC and I have been discussing about weapons aiming issue (art wise).
That's all for now!
- I've implemented powers with beneficial effects. More powers coming soon!
- Been tweaking around with weapon alt powers.
- HC and I have been discussing about weapons aiming issue (art wise).
That's all for now!
Saturday, April 4, 2015
4/4
Okay, so here are some updates from Cook and I:
- We've been spending a lot of time theory-crafting and choosing the powers to be featured in the game
- I've been laying down the foundations so that implementing all powers will go smoothly
- I've implemented a new passive weapon effect: Piercing. This is pretty much a conditional multi-hit attack where after you hit an enemy, other enemies behind it will also get hit.
- Fixed some more bugs on the program.
Tune in for more updates later on!
- Jungl3Curr1
- We've been spending a lot of time theory-crafting and choosing the powers to be featured in the game
- I've been laying down the foundations so that implementing all powers will go smoothly
- I've implemented a new passive weapon effect: Piercing. This is pretty much a conditional multi-hit attack where after you hit an enemy, other enemies behind it will also get hit.
- Fixed some more bugs on the program.
Tune in for more updates later on!
- Jungl3Curr1
Wednesday, April 1, 2015
4/1
Hello everyone! My name is Eric, also known as Jungl3Curr1, and I will be helping Hentaicook post blogs from now on. He is currently trying his best on his side of work to quickly finalize the final 5% of Game Assets.
I on the other hand have been slowing down my progress in programming by a bit. However, I have:
- Implemented the SoundFactory class which helps manage background music and sound effects. It only has 2 sound channels (BGM and Voice), but I may need to add more channels if necessary.
- Implemented all Alt Fire functions for all playable weapons.
- Will work on getting the 2 power buttons sorted out shortly.
Please note that I'm currently busy juggling some real life issues, so I may or may not get the Battle Phase of the game finished by this weekend. However, next weekend might be a possibility.
I also have made my own blog: jungl3curr1.blogspot.com
However, it doesn't have much at the moment, but keep an eye out for it, as I may post some things occassionally.
If there are any questions from me, please by all means post it and I shall reply back as soon as I can. That's all for now! I hope you all have a wonderful day!
- Jungl3Curr1
(sigh) I guess it makes more sense to go dd/mm/yyyy. - hc
waaaiit 90% of our audiences are in USA. Redacted!
I on the other hand have been slowing down my progress in programming by a bit. However, I have:
- Implemented the SoundFactory class which helps manage background music and sound effects. It only has 2 sound channels (BGM and Voice), but I may need to add more channels if necessary.
- Implemented all Alt Fire functions for all playable weapons.
- Will work on getting the 2 power buttons sorted out shortly.
(this looks like we're progressing backwards- hc)
Please note that I'm currently busy juggling some real life issues, so I may or may not get the Battle Phase of the game finished by this weekend. However, next weekend might be a possibility.
I also have made my own blog: jungl3curr1.blogspot.com
However, it doesn't have much at the moment, but keep an eye out for it, as I may post some things occassionally.
If there are any questions from me, please by all means post it and I shall reply back as soon as I can. That's all for now! I hope you all have a wonderful day!
- Jungl3Curr1
(sigh) I guess it makes more sense to go dd/mm/yyyy. - hc
waaaiit 90% of our audiences are in USA. Redacted!
Saturday, March 28, 2015
3/28
HC:
Went over the code for AD3. It's like staring into the abyss and letting it consume me. Started writing a little bit of the code for the bunk menu.
Eric:
Coded a bit of battlemap.
Fixed preloader bug...partially.
HC and Eric:
Finished setting up svn stuff to better manage back and forth file transfers.
Discussed redesigning aspects of the map system (considering how to make it easier to code, faster to load, more user friendly, etc). Some good arguing here.
Synchronized sleeping schedules.
Went over the code for AD3. It's like staring into the abyss and letting it consume me. Started writing a little bit of the code for the bunk menu.
Eric:
Coded a bit of battlemap.
Fixed preloader bug...partially.
HC and Eric:
Finished setting up svn stuff to better manage back and forth file transfers.
Discussed redesigning aspects of the map system (considering how to make it easier to code, faster to load, more user friendly, etc). Some good arguing here.
Synchronized sleeping schedules.
Thursday, March 26, 2015
3/26
Eric's progress
- I've tweaked the bullet class so that it can fly towards its target and hit them
- Improved the turn based flow of combat so that enemy moves and attacks one at a time (Initiative checks for enemy ordering not included. Will decide if it is necessary to add later)
- Added pushback capabilities for able weapons (maximum pushback is 4 tile units)
- Implemented shotgun pushback system to coincide with rangepenalty
- All enemies now have pushback resistance
- Removed spawn groups and spawn chances for enemy database
- Integrated the spawn challenge system so that weak units do not get summoned on harder daysWednesday, March 25, 2015
3/25
Worked on viewCharacterCreation:
Switched fonts default device fonts to save memory.
Squished signature button bug
Wrote all biographies for the Cap.
Feng shuied the shit outta this
new
old
Tuesday, March 24, 2015
3/24
Blog will be updated daily/every other day until I'm ready to go back to hourly. I don't mind telling you every dripping detail, but there are prying eyes.
Eric's progress:
Increased sound functionality in battle
Solving resource garbage problem
Modified character selection system
use of barricade as shield temporarily
Me:
Readed.
Eric's progress:
Increased sound functionality in battle
Solving resource garbage problem
Modified character selection system
implemented prototype ammo system
implemented prototype character damage system
auto reload mode (temporary)
implemented prototype character damage system
auto reload mode (temporary)
Me:
Readed.
Sunday, March 22, 2015
3/22
6a0- Woke. Yesterday was a day that I'd been putting off for a long time. I threw a party. I called it the "Almost Done" party. "Almost done" isn't really a milestone, but if the party wasn't now, I may not ever be able to celebrate AD3 (not because I wouldn't finish mind you, but because everybody would die of old age). Yes, I took your hard earned backer money, and bought all my IRL friends a sushi buffet meal. Could not even confirm that the bill was under the double digits, however, since they hid the bill from me. Played Battlestar Galactica, my favorite board game. Good to dust off the old game box and spend time with friends.
I guess if you were a backer, you might find it odd reading how I spend money. Do I really need to spend $80 on celebrations to finish the game? No. You could argue that the time spent actually detracts from the game, but I don't feel at all irresponsible. That's why it's a bit weird that people want transparency when it comes to how backer money is spent. You wouldn't want the creator to go to Vegas and gamble it all away, but what if he spends 90% of your money on Vegas and manages to deliver his product with the remaining 10%? Who knows/cares as long as he delivers.
7a1- Exercised a little bit. Internetted.
8a2- Ate.
9a3- Ate.
10a3- Woke from nap.
11a4- Got to work on story, going over a few things I didn't like.
1p6- More proofreading.
I guess if you were a backer, you might find it odd reading how I spend money. Do I really need to spend $80 on celebrations to finish the game? No. You could argue that the time spent actually detracts from the game, but I don't feel at all irresponsible. That's why it's a bit weird that people want transparency when it comes to how backer money is spent. You wouldn't want the creator to go to Vegas and gamble it all away, but what if he spends 90% of your money on Vegas and manages to deliver his product with the remaining 10%? Who knows/cares as long as he delivers.
7a1- Exercised a little bit. Internetted.
8a2- Ate.
9a3- Ate.
10a3- Woke from nap.
11a4- Got to work on story, going over a few things I didn't like.
1p6- More proofreading.
Saturday, March 21, 2015
3/20
7p0- Woke.
8p1- Internetted.
9p2- Exercised.
10p3- Ate. Eric and I had our first fight! We fought over who gets to do what.
11p4- Ate.
12a5- uhhh slacked off...damnit.
1a6- Studied.
2a7- Studied.
3a8- Wrote Stella's gift response.
3a8 to 8a13- Wrote Zoe's gift response.... it's a bit long... But it's good! Gosh that was depressing. What I wrote, fictionally. It makes me want to scream into my pillow "why don't they kith already?!".... So it's really funny and depressing.
8p1- Internetted.
9p2- Exercised.
10p3- Ate. Eric and I had our first fight! We fought over who gets to do what.
11p4- Ate.
12a5- uhhh slacked off...damnit.
1a6- Studied.
2a7- Studied.
3a8- Wrote Stella's gift response.
3a8 to 8a13- Wrote Zoe's gift response.... it's a bit long... But it's good! Gosh that was depressing. What I wrote, fictionally. It makes me want to scream into my pillow "why don't they kith already?!".... So it's really funny and depressing.
Thursday, March 19, 2015
3/19
It's my birthday. I didn't do much yesterday, so let's just say yesterday was my birthday break and get right back to it.
6p0- Woke.
7p1- Stared at funny pictures and movie trivia on the web.
8p2- Ate. Discussed super important business matters with Eric(programmer), partially organized the fullBodyPortrait index...
Since Eric's inclusion, he has:
Partially looked at everything. (major undertaking, for you non-computer literate, this is like opening a book, reading it all, and understanding every plot point)
Tweaked viewIntro.
Tweaked viewNarrative.
Continously reminded me to update fullBodyPortrait index.
9p3- Ate. Partially organized fullBodyPortrait index.
10p4-Talked to sister. Worked on fullBodyPortrait and went over bug stuff with Eric.
11p5- Finished fullBodyPortrait Index (wow that took way too long), went over bugs...
12a5- Assisted Eric with bug. Took a nap.
2a5- Woke from nap.
3a6- Ate.
4a7- Assisted Eric with minor things. Thought about how to tie up a few loose ends in the story. Corneas were burning off, so took a shower.
5a8- Stared at story. Story still has minor loose ends, still don't know how to resolve them. Stared at code for long period of time, until lightbulb sparked; proceeded to fix viewCombatMenu. Staring is productive.
6a9- Working slowly on code, alongside with Eric. Sometimes our conversations start with me saying "hey, this thingamabob is uh, it's not working". And he'll say "oh yeah I put a breakpoint on it", and I'll say "ohh, right, ofc breakpoint", and then frantically search google to figure out what he's talking about.
7a10- Figured I wasn't helping much in the programming department. Gonna leave Eric alone on the game for now, read up more on programming for a few weeks and come back into the game, gandalf white style. So all's this blog's going to say for the next few weeks is "readed programming book".
8a11-Readed.
9a12- Had a study-ache. Exercised by running to the grocery store. Junk food get. Studied.
10a13- Ate. Internetted.
11a14- Studied.
12p15- My brain is full. Good night.
Sorry for being mean, I know it takes energy to wish someone
a happy birthday, but this was just too hilarious to pass up.
6p0- Woke.
7p1- Stared at funny pictures and movie trivia on the web.
8p2- Ate. Discussed super important business matters with Eric(programmer), partially organized the fullBodyPortrait index...
Since Eric's inclusion, he has:
Partially looked at everything. (major undertaking, for you non-computer literate, this is like opening a book, reading it all, and understanding every plot point)
Tweaked viewIntro.
Tweaked viewNarrative.
Continously reminded me to update fullBodyPortrait index.
9p3- Ate. Partially organized fullBodyPortrait index.
10p4-Talked to sister. Worked on fullBodyPortrait and went over bug stuff with Eric.
11p5- Finished fullBodyPortrait Index (wow that took way too long), went over bugs...
12a5- Assisted Eric with bug. Took a nap.
2a5- Woke from nap.
3a6- Ate.
4a7- Assisted Eric with minor things. Thought about how to tie up a few loose ends in the story. Corneas were burning off, so took a shower.
5a8- Stared at story. Story still has minor loose ends, still don't know how to resolve them. Stared at code for long period of time, until lightbulb sparked; proceeded to fix viewCombatMenu. Staring is productive.
6a9- Working slowly on code, alongside with Eric. Sometimes our conversations start with me saying "hey, this thingamabob is uh, it's not working". And he'll say "oh yeah I put a breakpoint on it", and I'll say "ohh, right, ofc breakpoint", and then frantically search google to figure out what he's talking about.
7a10- Figured I wasn't helping much in the programming department. Gonna leave Eric alone on the game for now, read up more on programming for a few weeks and come back into the game, gandalf white style. So all's this blog's going to say for the next few weeks is "readed programming book".
8a11-Readed.
9a12- Had a study-ache. Exercised by running to the grocery store. Junk food get. Studied.
10a13- Ate. Internetted.
11a14- Studied.
12p15- My brain is full. Good night.
Wednesday, March 18, 2015
3/17
5p0- Woke.
6p1- Groomed myself for date.
10p5- Ended date. Wasn't actually a date. She invited me to dinner to break it off with me. It could have been worse. She could have just ignored my texts, but instead she took the time out to dine and talk with me as a friend, so it was a very kind and respectful gesture on her behalf that I won't forget.
11p6- Sat in car for 30m, (depressed), went home and called my friend over. We sparred, so I guess that counts as exercise. Good cardio at least, I'm pretty bruised up otherwise.
2a9- Friend went home. Texted milf, told her I would eat her out if she taught me how to code. She said she'd accept the offer but she doesn't have much experience in my specific field. Once you know a programming language, you sorta know 'em all, but she specializes in database work, so apart from the classes she took, she wouldn't be much help. Guess I'll just have to hit the books.
3a10- Threw some texts around.
6a13- Found a new programmer. My initial impression of him is good. He contacted me through here, not through the shitty "find-a-coder" channels, so he's already passionate about the project. Spent a bunch of time talking to him, and got him set up. (thumbs up)
7a13- Woke from nap.
10a16. Readed programming stuff for four hours, focus deteriorated near the end, ate. Whattaday.
6p1- Groomed myself for date.
10p5- Ended date. Wasn't actually a date. She invited me to dinner to break it off with me. It could have been worse. She could have just ignored my texts, but instead she took the time out to dine and talk with me as a friend, so it was a very kind and respectful gesture on her behalf that I won't forget.
11p6- Sat in car for 30m, (depressed), went home and called my friend over. We sparred, so I guess that counts as exercise. Good cardio at least, I'm pretty bruised up otherwise.
2a9- Friend went home. Texted milf, told her I would eat her out if she taught me how to code. She said she'd accept the offer but she doesn't have much experience in my specific field. Once you know a programming language, you sorta know 'em all, but she specializes in database work, so apart from the classes she took, she wouldn't be much help. Guess I'll just have to hit the books.
3a10- Threw some texts around.
6a13- Found a new programmer. My initial impression of him is good. He contacted me through here, not through the shitty "find-a-coder" channels, so he's already passionate about the project. Spent a bunch of time talking to him, and got him set up. (thumbs up)
7a13- Woke from nap.
10a16. Readed programming stuff for four hours, focus deteriorated near the end, ate. Whattaday.
Tuesday, March 17, 2015
3/16
5p0-Woke
6p1- Internetted. Exercised.
7p2- Exercised. Friends came over and took me out to birthday dinner.
9:30p4- Got back home.
10p5- Got a little bit of programming reading in.
Difficulty 5/10 Efficiency 4/10
11p6- Readed moar programming.
Difficulty 5/10 Efficiency 3/10
12a7- Readed moar programming.
Difficulty 5/10 Efficiency 4/10
1a8- Learned programming stuff.
Difficulty 6/10 Efficiency 10/10
6p1- Internetted. Exercised.
7p2- Exercised. Friends came over and took me out to birthday dinner.
9:30p4- Got back home.
10p5- Got a little bit of programming reading in.
Difficulty 5/10 Efficiency 4/10
11p6- Readed moar programming.
Difficulty 5/10 Efficiency 3/10
12a7- Readed moar programming.
Difficulty 5/10 Efficiency 4/10
1a8- Learned programming stuff.
Difficulty 6/10 Efficiency 10/10
2a8- Woke up from nap.
6a12- Worked on some private affairs.
7a13- Reading code.
Difficulty 7/10 Efficiency 10/10
8a14- Readed some more.
9a15- Prepared for my get together.
6a12- Worked on some private affairs.
7a13- Reading code.
Difficulty 7/10 Efficiency 10/10
8a14- Readed some more.
9a15- Prepared for my get together.
Monday, March 16, 2015
3/15
6p0- Woke. Good sleep, 14h.
7p1- Exercised. Ran to CVS to get groceries. Clerk awarded me $2 extrabucks for alerting her to an expired bottle of V8. I've done this a few times, because not nearly enough people drink V8 as much as the bottles just go bad, but this is the first time I've been awarded for it. Anyway, I think getting the $2 loot is a 20% proc, and it only procs if you never choose the "hit on attractive clerk" option.
8p2- Internetted. Ate.
9p3- Ate. Showered.
12a6- Felt like crap. Played games for a few hours.
3a6- Woke up from nap.
4a7- Readed programming stuff.
Difficulty 5/10 Efficiency 5/10
11a14- Continued reading. Right now, my biggest hurdle is trying to figure out everything that's going on in the previously written code. I still need to learn more though. At the rate I'm going, I'll probably need three weeks before I actually write any more code for AD3. It sounds bad, but I have written plenty of UI code... and I just need to sort out the code, figure out all the references, and step up my own skills, so that's the dealio. Hopefully I'll be able to stay on task; today was not too bad in terms of focus.
7p1- Exercised. Ran to CVS to get groceries. Clerk awarded me $2 extrabucks for alerting her to an expired bottle of V8. I've done this a few times, because not nearly enough people drink V8 as much as the bottles just go bad, but this is the first time I've been awarded for it. Anyway, I think getting the $2 loot is a 20% proc, and it only procs if you never choose the "hit on attractive clerk" option.
8p2- Internetted. Ate.
9p3- Ate. Showered.
12a6- Felt like crap. Played games for a few hours.
3a6- Woke up from nap.
4a7- Readed programming stuff.
Difficulty 5/10 Efficiency 5/10
11a14- Continued reading. Right now, my biggest hurdle is trying to figure out everything that's going on in the previously written code. I still need to learn more though. At the rate I'm going, I'll probably need three weeks before I actually write any more code for AD3. It sounds bad, but I have written plenty of UI code... and I just need to sort out the code, figure out all the references, and step up my own skills, so that's the dealio. Hopefully I'll be able to stay on task; today was not too bad in terms of focus.
Friday, March 13, 2015
3/13
7p0- Woke. Yesterday, a friend from out of town came over uininvited, but he was very welcome, so we spent the day together. Apparently I'd forgotten that my birthday was coming up.
8p1- Internetted.
9p2- Ate.
10p3- Internetted, got back to reading programming stuffs.
Difficulty 2/10 Efficiency 4/10
11p4- same as below
12a5- Readed up on programming.
Difficulty 4/10 Efficiency 6/10
7a12- Kept reading and forgetting to update. Helped a friend with stuff.
9a12- Woke up from nap.
10a13- Alright, let's get shit done. I readed some more.
Difficulty 5/10 Efficiency 10/10
11a14- same as above
12p15- Talked to sister.
2p17- Arrived at "Pi Day Party (the day was 3.1415)". Brought a Mudd Pie for the occasion. Snuck an hour of nap into the party, as well as probably 30 mins of exercise in a remote room. It was a board game party. Despite having no sleep, I managed to win a game of 7 Wonders. Hadn't played a board game since.... maybe last year. That goes the same for seeing old faces.
2a29- Got back from party. Slept.
Thursday, March 12, 2015
3/12
Aching Dreams 3: The Dark Planet, delayed until tentative October release.
Ready for a trainwreck? Here it is. The main programmer left. Art and Story assets are mostly done. By last February, I expected him to pick up the slack on coding, and he's just not here, so I'm taking over his responsibilities. Where did he go? Well, I'm sure he'd love it if I wrote that he died, but he didn't, and it's probably a very bad idea to shame him on a professional level, so we'll just say "He's just not here", and we'll leave it at that. I'm replacing him.
When I made the announcement of a February release date, that announcement came with the self-assured assumption that the programmer would be finished with his half of the code (the hard stuff), and we'd merge it with my half (the easy stuff). But he's not here, so I'm going to finish the rest of it. It's going to take a lot more time than originally anticipated because I'm still figuring this out. I basically have to go level 2 Super Saiyan.
This blog has been quiet, and I've two reasons why: First, it's inherently difficult to show the progress, because the nature of code is itself not easy to show. If you take a gander at any other developer blog from a different game, you'll see concept art, game design decisions, and posts on the story or the lore. Given that this is now a one man show, concurrent development is impossible.
The second reason is embarrassment. I wasn't showing any code from the lead programmer because, well, he's not doing it, and I wasn't very particular on showing my side of things, because showing any of that shit would have given you the impression that we had no idea what the hell we were doing. I'm going to go ahead and ditch that embarrassment from here on out, because the product is late, and the customers deserve to know what's up. As a first gesture of transparency, I will go ahead and say that I now have some idea of what the hell I'm doing.
With that second reason gone, I'll be posting more often, so you can read what I'm up to, but I cannot assure that the posts will have much of anything interesting to say. Hell, just the other week, I spent all day and wound up writing a single line of code. Since it's safe to assume he's not helping, I can go back and finish up the remaining 5% of art/story because they're of equal priority as code is now.
We were mistaken. I apologize. If you can't accept that apology, then I suggest you stow your anger 'til October because I am still very much at work on this game. October is a guesstimate. Out of all the things I've worked on for this game, programming is definitely the hardest to give a concrete estimate on how long it'll take to finish. When I say "October", I'm saying that's when I'll understand wtf the Matrix is, and I'll apparently be able to see everybody as green lines of floating code....and then I'll finish the damn game by then.
Also, if you haven't seen it, I posted up some cancelled content from AD2 here. It's old, so it's kind of shitty now, but I assume you somehow managed to fap to my old art, so I posted it as is.
4p0- Woke.
5p1- Ate brekka. Told Ex-lead to put more comments in his code. (in programming, comments help programmers that didn't write the code understand what the original coder was intending)
6p2- Wrote the stuff above.
Difficulty 1/10 Efficiency 10/10
7p3- Packed up some story stuff for a friend to read and critique.
Difficulty 1/10 Efficiency 8/10
8p4- Posted up a programmer job query. Studied programming. I have to go back and read things that I skipped before.
Difficulty 4/10 Efficiency 8/10
9p5-Did some autohotkey scripting, to improve scripting speed ofc.
Difficulty 1/10 Efficiency 10/10
Ready for a trainwreck? Here it is. The main programmer left. Art and Story assets are mostly done. By last February, I expected him to pick up the slack on coding, and he's just not here, so I'm taking over his responsibilities. Where did he go? Well, I'm sure he'd love it if I wrote that he died, but he didn't, and it's probably a very bad idea to shame him on a professional level, so we'll just say "He's just not here", and we'll leave it at that. I'm replacing him.
When I made the announcement of a February release date, that announcement came with the self-assured assumption that the programmer would be finished with his half of the code (the hard stuff), and we'd merge it with my half (the easy stuff). But he's not here, so I'm going to finish the rest of it. It's going to take a lot more time than originally anticipated because I'm still figuring this out. I basically have to go level 2 Super Saiyan.
This blog has been quiet, and I've two reasons why: First, it's inherently difficult to show the progress, because the nature of code is itself not easy to show. If you take a gander at any other developer blog from a different game, you'll see concept art, game design decisions, and posts on the story or the lore. Given that this is now a one man show, concurrent development is impossible.
The second reason is embarrassment. I wasn't showing any code from the lead programmer because, well, he's not doing it, and I wasn't very particular on showing my side of things, because showing any of that shit would have given you the impression that we had no idea what the hell we were doing. I'm going to go ahead and ditch that embarrassment from here on out, because the product is late, and the customers deserve to know what's up. As a first gesture of transparency, I will go ahead and say that I now have some idea of what the hell I'm doing.
With that second reason gone, I'll be posting more often, so you can read what I'm up to, but I cannot assure that the posts will have much of anything interesting to say. Hell, just the other week, I spent all day and wound up writing a single line of code. Since it's safe to assume he's not helping, I can go back and finish up the remaining 5% of art/story because they're of equal priority as code is now.
We were mistaken. I apologize. If you can't accept that apology, then I suggest you stow your anger 'til October because I am still very much at work on this game. October is a guesstimate. Out of all the things I've worked on for this game, programming is definitely the hardest to give a concrete estimate on how long it'll take to finish. When I say "October", I'm saying that's when I'll understand wtf the Matrix is, and I'll apparently be able to see everybody as green lines of floating code....and then I'll finish the damn game by then.
Also, if you haven't seen it, I posted up some cancelled content from AD2 here. It's old, so it's kind of shitty now, but I assume you somehow managed to fap to my old art, so I posted it as is.
4p0- Woke.
5p1- Ate brekka. Told Ex-lead to put more comments in his code. (in programming, comments help programmers that didn't write the code understand what the original coder was intending)
6p2- Wrote the stuff above.
Difficulty 1/10 Efficiency 10/10
7p3- Packed up some story stuff for a friend to read and critique.
Difficulty 1/10 Efficiency 8/10
8p4- Posted up a programmer job query. Studied programming. I have to go back and read things that I skipped before.
Difficulty 4/10 Efficiency 8/10
9p5-Did some autohotkey scripting, to improve scripting speed ofc.
Difficulty 1/10 Efficiency 10/10
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