You must be registered to see the links
Happy New Week!
Great first week of development. I've updated the links to version 0.5.1a. I want to first touch on what versions mean, as some might be confused about whether it's a content update or not. Versions followed by a letter (#.#.#A) generally mean a hotfix or patch with minimal corrections. The number just before a letter means either a major bug fix or major corrections. It could be fixes for renders, animation corrections, and other fixes. On very rare occasions, they could also contain additional content. For example, I added a few extra renders to a scene. But never to be taken as new content. The first two numbers in the game's version are indicators of new content. We're currently on Chapter 5, so version 0.5.0 represents this. The next update to feature new content is version 0.6.0, and so on. I've seen people confused about versioning and what version #.#.1x has.
All that said, 0.5.1a is just typo corrections, and I added a missing variable if you decided to hang out with Veronica after you chatted about AI with her.
Speaking of versioning, I finally got Artemis set up on GitHub to help me with version control. As Artemis gets bigger and bigger, I need to keep better track of versions than my previous system. So, it was fun setting things up and learning how to keep track, update, create version branches, merge. I also got my MacBook and did some coding on my main PC, then fired up my coding app on the MacBook and great to see it pull the repo from Git and pick up where I left off. Didn't have to VPN to my NAS or setup anything complex like that. Real straightforward and hassle free. I was also able to see how things work on the Mac side of things for Mac builds. Specifically when updating versions. So, I'm compiling things differently now. It'll still be the same for everyone as far as updating and playing goes. And very few steps on my end. All links will work regardless of platform (PC, Mac, Linux only). And trust me when I saw its a far better process for me. Updating two different sets of links, three times gets confusing. So One Link to rule them all is better. For PC, here's what it will look like
Mac looks like this. Same download and plays on all platforms.
Coding on the MacBook has been a nice experience. Though I think my favorite part is compiling the game. It takes maybe 45 minutes to compile Artemis on my PC (13900k CPU). On my Mac it takes about 8 minutes. Not a big deal now, but on release days, those precious minutes count as I try to get it ready and uploaded for everyone. And especially if there's a bug I need to fix. Comes in handy to compile it quickly. Of course, my daily driver will always be PCMR
So all links are updated now for version 0.5.1a. Typos and a variable added for those who want to start Veronica's path. Patching is the same as before for PC and Linux. I'll be keeping a closer look on Mac builds and seeing how this process goes.
Nice kick-off week getting started with CH6. Two major events for Book Two I'm planning for is the Thanksgiving gathering. And for those who recall from CH1, Katy mentioned the Autumn Festival. Getting a headstart on the festival now because it's supposed to be a lot bigger than the Halloween party, and I want to take what I learned from the party to avoid issues I ran into then. I do intend to get an ADA A6000 for this as I am almost certain I'll be hitting the 24GB vram limit, which is what caused me issues with the Halloween party—also optimizing more as well planning how I'll ultimately render the event. Because it's a city-wide which means more people in the background. But between the Halloween event, the mall scene in CH5, I've got a few ideas on pulling it off.
That wraps it up for this week!
Be safe everyone, and stay warm out there!
- digi.B