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thank you! The next demo day build should have a lot more on the surface. Most of the work in the build isn't at the surface due to it being systems building. I never liked the way fenoxo coded which is one of the major reasons I've been building mine. The graph I'm using to keep track of PC/NPC bodies is actually still only like 20% finished so I've been finishing the construction and the network that connects them to each other.  Computers are really rather stupidly annoying. If I want to get anywhere I have to have each node connected to its predecessor and descendent and also any of the other nodes that it would physically be connected too. I'm currently getting it ready for the combat system so I can't avoid finishing it building the graph anymore. Thankfully because I've had to automate the menus and generation I dont have to do much more building when it comes to actually making the game vs if I was hardcoding everything like fenoxo did with CoC. I've even been forced to automate the text generation so I'm building a language model for it. Rudimentary so far but importantly scalable. It doesn't actually generate the language itself just let's me write in a way that will scale and proof read itself with the changes to the bodies. This way I won't run into obtuse issues like fenoxo did when he was trying to implement multiple tail types and gave up, or had arrays that couldn't grow to accommodate more body parts, or couldn't have body plans that were non standard etc etc. I have quite a lot of pride in the little proof of concept I've built and I expect great things from it once its matured.