I've added a new option to combat, the ability to TAUNT your opponents by lowering your guard, flexing your abs, and offering them a free shot.
Choosing the Taunt action will disable counter-attacking for that character, and it will remain off until taking the Guard action again reactivates it.
2018-12-18 00:11:56 +0000 UTC
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https://sta.sh/01rqiva5eb3
I'm still adding content/encounters to the bookstore, park, and gym- so this isn't quite ready for release yet, but we now have:
* Blood Shards
* the first of at least 2 places to trad...
2018-12-01 19:03:54 +0000 UTC
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Always better to read than "Pay me for the door repairs."
Anyway, I'm terrible at keeping secrets when I'm excited about something, and even though the proof-of-concept is less than ideal to demo the intended feature, here it is.
We are adding damage-zone-graphing to combat, you w...
2018-11-28 04:42:49 +0000 UTC
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The CMS is pretty basic, but it automatically builds out the insert/update forms based on the MySQL table structure, selecting the appropriate form controls, etc., so I can focus on adding content records and tables rather than coding the CMS for each change/addition to the data-tables.
2018-11-28 04:19:00 +0000 UTC
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Now working on adding file/image support to CMS and game... there's a little surprise I have in store for the new UI... nothing too fancy, no full-on graphics yet, but something we definitely needed for combat ;)
I just need to create a special condition for unusual column names `[file]....
2018-11-28 03:30:27 +0000 UTC
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Getting a little carried away with new (cisgender) options/chromosomes. Added V, W, and Z chromosomes to the X, Y mix, and the option of -, a null-gender trait.
An XX is, of course, a typical mortal female.
An XY is, of course, a typical mortal male.
A YY, or "alpha male", is a normall...
2018-11-24 20:51:56 +0000 UTC
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Working on the costs-table for items and activated powers, will post a more detailed update on the costs-system later, but this ties in to all types of resources and works consistently across all object-types, including characters. The very first entry on the table is the cost of 'self', intended fo...
2018-11-12 19:30:59 +0000 UTC
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(what is this, twitter? why is there a 140 character limit on poll options?!)
(also, yay, my very first patreon poll... didn't see this option before. :) Questions, have, I... yes, many... <^-^>)
2018-11-06 04:43:43 +0000 UTC
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Working on string-hashing and seedable-RNG functions for more consistent content generation and compression.
A use-case I have in mind is to use an NPC's name to generate their starting stats and other details, such that whenever that exact name was used in the generation, you would alwa...
2018-11-06 03:51:10 +0000 UTC
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https://sta.sh/01uq82e2ib4w
New Character & several small improvements and bugfixes.
New engine systems are in production in the background, but should not interfere at all with gameplay.
2018-11-01 02:12:32 +0000 UTC
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We have the beginnings of a proper Traits system:
<<set setup.TRAITS={
/* Epigenetic Traits... */
'body . organs . type' : ['none', 'Aerobic . Earth . Mammal',],
'body . surface . cover . type' : ['none', 'hai...
2018-10-31 21:38:17 +0000 UTC
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https://sta.sh/01qgo2wgic19
Compatible with screen aspects 2:1 - 1:2. Viewport requires javascript to be enabled (but then, so does the game :roll:).
In-game the gradient sky and ground will reflect time of day, a...
2018-10-21 04:55:15 +0000 UTC
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New single-mode interface replaces the combat, home, and exploration/encounter screens. This unified UI will let us punch cars and throw people... among other things. It's a big change, but a necessary step to getting the unified actions system and greatly improving encounter options/interaction.
...
2018-10-20 04:48:52 +0000 UTC
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General Purpose/Unified Actions Interface, intended for Combat, Encounters, Situations, Home Screen, Exploration, etc.
[1] REACT (situational responses)
~ ~ <situation 1>
~ ~ ~ <reaction 1>
~ ~ ~ ...
~ ~ ...
~ ~ Search*
~ ~ Trav...
2018-10-17 12:43:26 +0000 UTC
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I'm now looking at compression and inflation of data prototypes, such as cars, humans, etc.
The prototype will contain a list of inflation algorithms for some data blocks (like B/body-structure), such as min(), max(), rand(), randPts(), etc. - that will convert the minimal prototype inf...
2018-10-08 19:55:15 +0000 UTC
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I've finally settled on a unified object structure for all things in the game. Now I can begin integrating it into the game and CMS as linked features are implemented.
Of particular note are the object-type specific nodes, which ALL objects will possess regardless of their CURRENT type ...
2018-10-08 00:57:15 +0000 UTC
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If I had it to do over...
we would have started with a root in-game-object type, with base properties like objectID(instance), objectLocation(x,y,z,map), objectMass, objectVolume, ...which would then be split into the ENTITIES, LOCATIONS, and ITEMS subtypes, and so on, each sub-classific...
2018-10-01 04:00:05 +0000 UTC
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Found a good solution to the map tiling problem, then got a little carried away and discovered another issue/limitation: RPGMaker MV only supports 999 maps!
The first question everybody asks on the forums is "why would anybody need more than that". Well, I shoot trolls on any forum give that respo...
2018-09-27 17:46:04 +0000 UTC
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https://sta.sh/0oqju9tpg7n
HardLife engine v0.26072 notes:
* New Character & several small improvements and bugfixes.
* New engine systems are in production in the background, but should not i...
2018-09-24 09:17:19 +0000 UTC
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https://sta.sh/0txujrleeku
HardLife engine v0.26 notes:
* At long last, we have descriptions!
* Description/Appearance system now integrated with NPCs in combat and slave interfaces.
* Weight and Stats ...
2018-09-24 09:06:09 +0000 UTC
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https://sta.sh/0fxsa042m6m
Description system refactored to support NPCs.
New system integrated into Combat and Slaves menu, will be worked into general encounters over time.
There will be another ...
2018-09-23 18:57:04 +0000 UTC
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Testing a possible public release now...
The system for Spending Karma for Upgrades has been disabled for now due to bugs in the new interface, and incompatibility with the old interface (due to changes in the data structure). It will be added back in at a latter time, and much improved...
2018-09-21 17:21:56 +0000 UTC
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https://sta.sh/02fnq9ony8xx
Karma spending is disabled for now, but all other forms of stat-training are up and running.
After a little more testing, I'll release an official build, but this one seems p...
2018-09-21 16:30:14 +0000 UTC
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https://sta.sh/01xhh578jy3r
Finally, a stable build!
All 4 characters have been converted to the new stat and weight systems.
Save files from earlier versions won't work correctly, specifically yo...
2018-09-17 02:32:52 +0000 UTC
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A new level derivative substat has been added. Magnitude is the triangular base of Caliber, which itself is the triangular base of Level (which is, of course, the average of your primary stats).
We've been using Caliber for quite a while now, and it serves as the capacity indicator for t...
2018-09-08 17:59:51 +0000 UTC
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https://sta.sh/021r6762ssfc
* New Preview Character: Susan G Marien (high school athlete)
The writing is a bit rough, but she should be a fun addition to the roster.
Why this character, and why now? Well,
2018-09-06 07:42:27 +0000 UTC
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https://sta.sh/0bfro7qt9lw
Various tweaks and fixes, but primarily a stable version of the new bodyweight system, minus the upcoming metabolism changes.
Current supporter build/private beta is v0.2...
2018-09-02 07:10:00 +0000 UTC
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https://sta.sh/02bqqytzlyks
Various tweaks and fixes, but primarily a stable version of the new bodyweight system, minus the upcoming metabolism changes.
2018-09-02 06:59:18 +0000 UTC
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Instead of hardcoding the new metabolism, I'm going to build multiple pathways that can be socketed in place, and including the ability to have multiple active energy pathways- using a point-ratio or percentage dependence for branching. (a good example is if your character is transitioning from thei...
2018-09-01 16:29:42 +0000 UTC
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https://sta.sh/016ijjlzxn1u
----
Hotfix 2:
-- found and fixed what should be the last of the CHAR not defined bugs, including bugs in:
* Examine Self (due to a different, but related issue)
* Clothi...
2018-08-30 08:17:19 +0000 UTC
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