Archive:

12th September Update

Waz! Salutations! Hello! It’s my turn to do the update again, please be gentle!

Work has been continuing on the same fronts. Omni’s been doing a ton of back-end stuff to allow for more special items, which judging by what he said, sounded complicated as heck. Bartwe implemented particle effects for death/near death states such as freezing, starvation, etc, and art assets have been supplied in turn. Kyren is working on navigation stuff (sector unlocks, travel logs) and object scripting, the latter of which might sound innocuous, but it paves the way for some really cool things down the line like monster spawners and traps.

On the art side of things, we’re continuing to pump out unique NPCs for dungeons, a couple of which were posted yesterday. It’s a lot of fun being able to return to doing unique NPCs – so far the Apex and Human sets are completed, while all the others have at least one implemented or ready to go.  We’ve had a lot of creative freedom with the unique NPCs we design, which helps a lot with forging different gameplay styles for each dungeon. Much of this is thanks to Jordo, a coder who’s been implementing each of these NPCs specifically with their own unique behaviours and been extremely patient with our reckless artist demands.

I’d divulge more, but at Chucklefish spoilers are kept to a minimum, so you’ll have to wait!

As penance, I leave you with chickens.

And a rare look at what goes on inside our chat:

<@kyren> IIIIII hate OOOOOObjects
<@kyren> booooo Objects
<@kyren> boo Object

Thank you, goodnight! Much love!

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25th June Progress

Waz everyone! I guess it’s my turn to supply you with the daily update!

It’s a small-ish update today – Tiy continues his description marathon. So far all of the Apex objects are done and each have 7 different descriptions for every race, which we tested ingame today. It was actually pretty fun! A lot of the objects have descriptions that tie into each other – examining a cupboard as an Apex would reminisce about a past rebellion, but examining it as a Glitch would notice a hidden camera inside.

Even though D3D was implemented yesterday, it had a couple of bugs that needed to be combed over, so thanks to Kyren it’s totally completely in and working now. I tried it myself a few hours ago – the performance is very noticeable as a Windows user.

Furniture work continues – between George and I, we’ve completed all of the tier-based furniture bar the final tier, which we’re trying to find a theme suitably awesome enough to merit the highest tier. Each tier will have a basic set of craftable furniture, and we’ve tried to get as many themes as we can into it, ranging from antique cast-iron, to futuristic sci-fi, to spikes and eyeballs. The sets consist of: Chair, Table, Switch/Console, Bed, Light and Door. I also did a bit of work on the player ships, which are one away from being completely finished.

That’s all for today! Thank you, good night!

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Meet the Florans

One would expect a race of sentient humanoid plants to be peaceful, nature-loving environmentalists – that presumption is what allows this hyper-aggressive tribal civilisation to thrive. Unwitting explorers are prey of choice to the carnivorous Florans, who frequently salvage or reverse engineer the technology they bring to enable their colonisation of the stars.

Introducing space travel to the primitive Florans had the undesired effect of Floran colonies spanning across star systems, each with their own customs and levels of aggression. Despite this, individual Florans have been known to split apart from their society to lead their own lives in isolation or in the solace of other races, at the cost of being cut off from the collective and considered enemies of all flora for good.

Though a unisex race, Floran culture values survival through reproduction and expansion over environmentalism or any percieved bond to Mother Nature. Cannibalism during funeral rituals and wars with rival factions are commonplace, though it remains unclear whether it’s out of conservation or simple tradition.

Their aggressive nature appears to be borne from a lack of a concept of non-plant life as opposed to outright contempt. Owing to their relatively young age as a species, this tenet dominates their culture and justifies their treatment of visiting races, though there are signs of some beginning to question this, implying that Floran individuals might not be inherently “evil” as previously thought.

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