Probably not going to be a "lasting change" due to how it would interfere with every other scene she would appear in. The dev would have to make a second version of practically every piece of art where her lower body appears, and then do that again for any other type of transformation or even outfit change that might be added in the future. Of course, one workaround for this is to come up with some kind of excuse as to why the changes would come and go, such as having an outfit that she only puts on when asked to, or a were-curse that only triggers under certain conditions, or a living latex suit that hides under her clothes or in her vagina, et cetera. Then you could make scenes that specifically use the change, but leave them normal for every other scene. I suspect this ass expansion will only be temporary and last for the duration of the encounter, though.I do be a fan of body transformation and lasting changes, if that's what is really going on. I kind of expected something like this to be in game already, when I started playing for real.
Speaking purely in hypothetical, I think it would be relatively feasible to have portrait layers as needed (though that is a game design decision that is better made earlier than later in development) to handle body transformation.Probably not going to be a "lasting change" due to how it would interfere with every other scene she would appear in. The dev would have to make a second version of practically every piece of art where her lower body appears, and then do that again for any other type of transformation or even outfit change that might be added in the future. Of course, one workaround for this is to come up with some kind of excuse as to why the changes would come and go, such as having an outfit that she only puts on when asked to, or a were-curse that only triggers under certain conditions, or a living latex suit that hides under her clothes or in her vagina, et cetera. Then you could make scenes that specifically use the change, but leave them normal for every other scene. I suspect this ass expansion will only be temporary and last for the duration of the encounter, though.
Kinda, but there are a lot of unique pictures for different traps and monsters, and the various attacks/effects they might trigger. Some of them will even have multiple pictures for a single attack. I wouldn't describe it as just "here and there", but it's also not like one of those Ren'py games where the dev renders the characters in a slightly different position every two lines of dialogue.I don't think I've gotten that far into the game, is it mostly text, with a portrait here and there for the scenes?
Yep.I don't think I've gotten that far into the game, is it mostly text, with a portrait here and there for the scenes?
Don't worry, I'll save you! ...As soon as I've properly filled out all the research notes on this threat. Have fun in the meantime.
Dev tools that will eventually become mod tools, I presume? Not that I'm really a fan of mods myself...You must be registered to see the links
asdfghjkl That's the worst.You must be registered to see the links
Dungeon interactions! ...Not really a lot to say about that, but exciting potential nonetheless!You must be registered to see the links
I randomly remembered I was going to comment on this forever ago but got distracted by virus stuff (which seems to have calmed down?).On the subject of looking through the research log, is there any chance that the Drider's artwork will be updated/adjusted at some point? Going through the list, her incredibly washed-out artwork really stands out, at least compared to the other humanoid-ish monsters. I'm guessing she was one of the earliest designs.
redoing how I do the portraits (the dialogue ones, not the art cut-ins) is still on my to-do list (although it's not like those show the body anyway)Speaking purely in hypothetical, I think it would be relatively feasible to have portrait layers as needed (though that is a game design decision that is better made earlier than later in development) to handle body transformation.
I'm not opposed to it, though it can make things messy as the discussion already went over.Otherwise, giving a permanent 'status' effect is also an option, especially in a game like this where the text carries most of the variations of events.
It's all a matter of scope and decision, really.
What more could anyone need?I don't think I've gotten that far into the game, is it mostly text, with a portrait here and there for the scenes?
So many parts with potential I'm wondering how I'm going to fill them all up. Still better than the alternative I guess.Dungeon interactions! ...Not really a lot to say about that, but exciting potential nonetheless!
I can't speak for the original reporter, but my Malware Bytes detected nothing in the 9.1 public file, and I think it even un-quarantined the file I put under quarantine while the discussions were ongoing. Seems "fixed" on the definition side.but got distracted by virus stuff (which seems to have calmed down?).
I'm not sure what can be messy about permanent status? It's already sort-of in game.I'm not opposed to it, though it can make things messy as the discussion already went over.
I definitely do recommend looking for opportunities to use "temporary triggered transformations" (through afflictions that are otherwise as permanent as curses). In addition to making it infinitely more reasonable to implement physical transformations from an art standpoint, it also lets people explore the related content without being "locked into" a certain transformation. Not that that's quite as big of a problem in a rogue-lite game where you're expected to constantly restart the run... Still, it's always nice to be able to safely explore content without feeling like you've been locked into a certain "route".I'm not opposed to it, though it can make things messy as the discussion already went over.
There being no tweet was more of a "fuck it I don't need a reason" than anything else. I also couldn't think of what I actually wanted to tweet. The update being delayed has a lot of reasons but I don't think anybody actually wants to hear about them.(Incidentally, there was no Tweet yesterday. I thought maybe it was just delayed because the update was coming a little later, but hopefully it's not a sign that you were so stressed from self-imposed crunch that you forgot. I'm fine with hearing that there's a delay because "fuck it I don't need a reason", but less fine with worrying about the dev's well-being.)
NRFB: I just can't think of anything to tweet.Tweet said:You must be registered to see the links
NRFB: And here's a screenshot of some unnamed particle effect files.You must be registered to see the links
Yessss. Hopefully there will be a scene about this at some point, though I don't really expect it from this spell effect. Maybe something with the Suggestive curse, though... And hey, the Mantra effect now has a tooltip associated with it.You must be registered to see the links
Hmm. That looks significantly less dungeon-y than other floors. I wonder if it reflects some specific aspect of the floor, or if it's just completely random that you sometimes end up on floors that look more like a library or science facility.You must be registered to see the links
Status ailments! Analysis time:You must be registered to see the links
And you love itNRFB: Here's the number 11.
NRFB: And here's a screenshot of some unnamed particle effect files.
Share the memes...Wait, is that just the mobile "share" icon?
whats next eternalblue balls?Heartbleed? Are we being attacked by an old SSL vulnerability?
Her face (and the text) may suggest otherwise, but she's actually saying, "Help me! My fingers are melting! AI is so bad with hands that it's not even safe to run non-AI art through a filter!" (At least, I'm assuming she's one of the ones that wasn't made from scratch with AI.)
Trying to figure out the logistics of where it's standing. And why it's furry. Doesn't look like any sort of recognizable monster or otherwise identifiable "experiment" that would have brain drain powers. Maybe some sort of ceiling gremlin?
Ah, that answers that question. I was just about to ask, if it wasn't released today. But that reminds me of another question I was going to ask: Is this update going to add anything to the "lore" section of the research notes? I figure if this is a content update with a central theme to it, that might be the ideal time to start piling on theI'm going to (tentatively) say update monday. I don't have everything I wanted to do for the "Experiments" type content done, but if I don't get the catharsis of a release I'm going to have a stress implosion. It do be that way sometimes.
L O R E
. Perhaps that's even what caused this update to be so overloaded? Of course, that could also mean it's part of the "not having everything you wanted done".Not in this one, no. If things had gone better maybe, but I dunno how much the update was overscoped and how much of it was just all the other external things (up to and including the less reasonable and more shameful parts of me just struggling with getting myself to sit down and write, which is consistently much less fun than programming the game).Is this update going to add anything to the "lore" section of the research notes?
Ugh, I hate how true this is. I think there are several devs who went completely dark instead of explaining why they had to abandon their projects simply because they knew how toxic people would get if they tried to explain anything. And some of those same devs likely have the same anxiety issues I do (which may have been what made them need to stop in the first place), so dealing with that toxicity simply isn't an option. One in particular really gave me that "tortured artist" vibe, and I think they completely abandoned the game simply because they failed to meet a single deadline and thinking about telling anyone why triggered an anxiety feedback loop.Sad part is that realistically I know it doesn't help my brand to admit to anything here
Huh, I would've thought it would be the opposite. But I guess I shouldn't be surprised, given how you'll jump to answer any questions about the balance or development process, but not so much with any story and lore discussions. The writing is better than most of the games here that use it as one of their only selling points, though.struggling with getting myself to sit down and write, which is consistently much less fun than programming the game
The game has so much potential for things that can be expanded on that it honestly kind of intimidates me. Now in particular would be the absolute WORST time to quit. There's not really a danger of that happening. It's still just kicking off, in a lot of ways.Ugh, I hate how true this is. I think there are several devs who went completely dark instead of explaining why they had to abandon their projects simply because they knew how toxic people would get if they tried to explain anything.
I'm not aware of any such discussions taking place in such a way that I could or should contribute?But I guess I shouldn't be surprised, given how you'll jump to answer any questions about the balance or development process, but not so much with any story and lore discussions. The writing is better than most of the games here that use it as one of their only selling points, though.
On that topic, I follow another developer that happens to be very forthcoming about self-criticism, and they have been in business for a while (and still are). I don't think it's as much of a brand killer as you might think.Sad part is that realistically I know it doesn't help my brand to admit to anything here, since the line between something being a reason and being an excuse for delay is subjective. Admitting that I'm not happy with the amount I'm outputting just puts it in other people's heads that they can (or even should) be too.