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A member registered Feb 29, 2024 · View creator page →

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No particular reason currently but eventually yes. I wanted to fully finish the body graph before tying status effects to missing pieces. And also I'm just reusing the same code to navigate the body graph and haven't tied its limitations to specific game states yet. Realistically if you don't have a weapon small enough to aim for the eye you shouldn't be able to. Though weapon size while currently being tracked doesnt currently matter either but details. Reformatting the UI is at the top of my todo list as of now with the feedback I've been getting from people. 

Yeah I've moved up reformatting the UI to the top of the to do list. The UI being unituitive to everyone that isn't me, because I built it so of course its intuitive to me, has been a universal complaint. Though not a whole lot I can do to make it less complicated in general because its doing the same type of hogwash as dwarf fortress's adventure mode. Best I can do is make it more navigable and hide stuff from view that isn't in view. Thank you for that idea it honestly didn't occur to me to hide things you can't actually see. 

that helps thank you.

what did you do to produce that bug? Do you remember? Because I can't reproduce it on my side. 

kk. Thank you. A hunting I will go. 

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you've run into a bug in the menu code i thought I fixed. Sometimes it will change state without changing the text on the options. Option 1 is talking to the enemy which does nothing because its place holder. Option 2 is opening up the description menu for the enemy. Which you can attack his body graph's parts with yours. Option 6 is the description menu for yourself. The random 1s is due to text holes I haven't filled up yet out of laziness. The reason its so highly descriptive is due to future scaling of the systems surrounding the body graph which is still unfinished unfortunately. The code is working its just generating empty text. It will make much more sense when its full and allows far more depth than most anything else in the genre. As to why I'm not using tool tips or minimaps and such I am mostly just using place holders to test the body graph and get my barings around procedural generation. 

Also are you on version 0.3.1.24 or version 0.5.1.24? 

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. 

I did find other quirks with the engine. On top of that lumen and nanite are on by default which apparently tank performance even when the project is entirely empty. I will be turning them off the next time I open the project.

I looked into it and the engine has no frame rate cap and it will just siphon as much GPU as it can to get more frames. I will fix this in future builds. My bad.