A free tier for those who just want to follow my page! You can view and interact with any of my free public posts~
121 subscribers Follower
Unlock
$3
USD monthly
Citizen
The gates of the city stand before you. Do you enter?
💖 Thank you so much for supporting me and my work. It means the world!
Access to development progress reports
Access to any other non-tiered posts
Access to backer exclusive channels and the ‘Citizen’-tier role on the Arkavite Discord server
5 subscribers CITIZEN
Unlock
$6
USD monthly
Adventurer
A world ripe for the taking. Adventure awaits!
💖 Your support means so much to me and keeps me motivated to keep creating. Thank you!
All previous benefits
Early access to builds of the game (2-3 weeks ahead of full public releases)
Gain the ‘Adventurer’-tier role on the Arkavite Discord server
Access to backer-only channels, and role icons on the Arkavite Discord server
29 subscribers ADVENTURER
Unlock
$12
USD monthly
Hero
Standing at the forefront, dripping with heroic valour!
💖 I’m deeply grateful for your kindness and encouragement. Your backing truly makes a difference in my work. Thank you!
All previous benefits
Early access to builds of the game (2-3 weeks ahead of full public releases)
Gain the ‘Hero’-tier role on the Arkavite Discord server
Access to backer-only channels, and role icons on the Arkavite Discord server
Your name (or pseudonym) will be immortalized in the games credits.
Please be sure to set a name for your SubscribeStar account, as I cannot list you in the credits without knowing what to call you~ If you do not want to be listed, or would prefer to be listed under a different name, message me!
10 subscribers HERO
Unlock
$25
USD monthly
Saint
Does your benevolence know no end!?
💖 Thank you from the bottom of my heart for believing in what I do. Your support helps turn my passion into reality.
All previous benefits
Early access to builds of the game (2-3 weeks ahead of full public releases)
Gain the ‘Saint’-tier role on the Arkavite Discord server
Access to role icons, and permanent access to backer-only channels on the Arkavite Discord server
Your name (or pseudonym) will be immortalized in the games credits
7 subscribers SAINT ; CLERGY
Unlock
$50
USD monthly
Dungeon Master
A master of all, standing at the precipice!
💖 Your extraordinary generosity is humbling and inspires me to work even harder. I cannot thank you enough!
An additional tier for those who want to donate more
Gain all previous benefits
Gain the ‘Dungeon Master’-tier role on the Arkavite Discord server
Access to role icons, and permanent access to backer-only channels on the Arkavite Discord server
0 subscribers DUNGEON MASTER ; CLERGY
Unlock
$100
USD monthly
Cataclysm
An endbringer which I can only offer my eternal, undying love.
💖 I am beyond moved by your overwhelming support. Your belief in me and my work is an incredible gift. You are a champion among champions. Thank you so, so much!
An additional tier for those who want to donate more
Gain all previous benefits
Gain the ‘Cataclysm’-tier role on the Arkavite Discord server
Access to role icons, and permanent access to backer-only channels on the Arkavite Discord server
1 subscriber CATACLYSM ; CLERGY
Unlock
Welcome
Latest game release access
Unlock backer exclusive posts
Support your favourite Creator
See something you like? Subscribe to see even more!
Repetition hurts dungeon quality, especially when it concerns feature rooms. It’s not only the case that seeing the same rooms over and over diminishes their value. To a greater extent it also hampers the navigability of dungeons, and limits the amount of variety you can have in a given level as each tile placed pushes you closer to the dungeon’s max size.
To resolve this issue I’ve introduced a tile limit parameter. We can now specify the number of times each individual tile can appear. How does this benefit generation, I hear you ask? Basically, if a tile can only appear a fixed number of times per level, once the limit for that tile has been reached, the dungeon generator will be forced to pick from the remaining set which have yet to reach their limit. This forces the generator to use the full breath of our tile set rather than repeating the same tile placement over and over. This in turn ensures that across multiple generations, each level should feature a similar level of variety.
I’ve already notice a significant improvement in generation quality. There are less endless hallway levels. The appearance of rarer tiles is more predictable.
That being said, there are layers to repetitiveness. Later I will need to tackle repetitiveness across multiple levels. We’re currently sitting at around 20-30 room tiles, and I think to have a multi-level dungeon remain interesting across multiple runs I should be aiming for around 90-100, though this is before evaluating the potential replay value puzzle rooms could hold.
Zoning & New Areas
Alongside this addition of tile limits, a few bedroom, dorm rooms, and hallways later -- the first real sub-zone has begun to take form. At the moment it's just a dorm/barracks area, but I intend to add more rooms which will spruce up the zone. I was thinking this zone could be the “living space” for whatever demonic denizens call this dungeon home. I’m considering adding a lounge, and bathrooms, which themselves could link to a bathhouse or training yard.
I wanted to show this off because it adequately demonstrates this biome idea I’ve spoken of in previous updates. Once we have more prison tiles, sewer tiles, and garden tiles, I’ll be able to do a similar thing there.
Room Decoration & Variation
Thanks to your generous support I was able to get my hands on some new assets which integrate nicely into the target aesthetic. I've gone and made stuff like desk clutter, shelf clutter, and beds semi-randomized, therefore, there will be some minor differences each time a room, desk or shelf pops up. A lot of the clutter (i.e. money, weapons, potions, bottles, etc.), I do plan to make lootable later. This is a part of what will be worked on in the run up to 0.12.0-A.
Better Chests
No longer will you need to worry about being flash banged when opening a chest (that woud make for a funny trap). I made an improved animation with some extra SFX. It’s quite wondrous if I do say so myself. We also have some variant chest modes to work with. I'll either link chest design to loot grade or location. It would be good if I could convey to the player whether or not a risky to reach chest is worth their time.
Pink Fluid Fixes & Additions
The TF fluids were found to be harbouring some bugs. Peen length reduction was not being made completely visible to the player, and voice pitch / modification was found to not be working due to an error in the script. These issues have now been fixed.
The fluids have also been rebalanced to ensure the various changes move at a similar rate. Prior to this, hip and thigh changes were developing far too slowly. Additionally, there is now some progression. In the case of male characters, certain changes won’t occur until peen length has been reduced to a certain level. This does mean you can now tank most changes by maintaining a large enough shlong. I’ll come back and refine this in a later update.
As for additional changes, I’ve rounded out the feminization status effect with waist size reduction, nip size increase, and face feminization. It is now a complete genderbender. Finally, the innate Magu trait has been factored into the status effect.
Additional Changes & Fixes
Updated the bullet impact VFX to be more in keeping with the game style.
Updated potion bottle design. I've wanted something like this for a while. Different potion sizes are now a lot more distinct in appearance.
TF sewers now feature platforms which are totally safe and you can totally use to avoid the pink liquid. Totally.
New TF sewer room tile.
New library sub-room tile.
Bullets are now less likely to phase through surfaces they’ve been set to collide with.
You will no longer get stuck and soft locked when running into the corner of a physics door.
Player description in the character creator and reflection screen is no longer broken. Shorthand tags used only for the player are not recognised by the new tag detection introduced in 0.11.0-A. The tags have now been updated to use the regular format. Note, tags visible in the Short reflection description are just placeholder. The system is working as intended.
Minor changes to entrance and prison design.
Coming Up
It’s time for a clean-up and optimisation pass. I recognise there’s definitely a disparity in quality between some of the older and newer rooms, as well as inconsistencies in texture style, lighting, and models. Like I did for the last major sandbox map update, I’m going to strive for unification and consistency.
As I’ve mentioned earlier, there will also be new loot and weapons coming in. This is all in anticipation for what I want to be focusing on next. That being combat, crafting and cooking. These are all tied to one another. Combat improvements, monster drops, new mobs, crafting and cooking. After the clean-up phase, that’ll come next.
There are a few other things on my radar which I may get to in the next update or update after. Save slots (mostly for character creation atm), the controls page, haste potion, and torch animations. Next update will drop in a couple of weeks, so my hope is that I'll have time to make some headway on other things.
That's all for now. Thank you all for joining me today. I wish you all a lovely rest of your weekend. Till next time~
Hear ye, hear ye! A new update has arrived for thee. Care to give it a try? If you haven't already, be sure to check out the new Mini Log for details on this update~
I've been hard at work cleaning up all the rooms which were still in a bit of a prototype state, and I’ve begun to fill out those room interiors. There’s no time to loose so let’s get right into it.
The garden/courtyard area looks incredibly different. So different I highly doubt anyone realised this is what it was going to be from the initial block out alone. I wanted to create this as a kind of safe zone. A place where you might be able to cook and set camp within the confines of the dungeon. It also has an increased chance of connecting to a pool of restoration.
The generator can now take multiple variants per tile and this is the first of many. What started as a barracks turned into something closer to a quarters / communal area. Still a work in progress. The room feels a bit too open. More work will be done on this.
A couple of you have rightly mentioned that the pool rooms were looking a little bare. I couldn’t agree more and decided to do a bit more work on it. I'll probably fill all those empty cubbies with candles and possibly have some loot spawn inside them. Around the ground I plan to have destructible pots containing coin. There’s more to be done, but even in its current state, it’s looking much better than before.
Taking a step outside the pool room...Viewing the door from the gardens...
This whole redesign forced me to adding a new function for the generator. Since the standard door was too big for the new pool room, I've introduced a system which lets me control the general door type for specific rooms (e.g. Big, Medium, Smol, etc.). I could use this to force locked doors, gates between areas, and force special doors to spawn in front of "boss rooms". More commonly, I'll be applying small doors to bedrooms, study’s, and recreational type rooms. The kind of rooms you'd expect to not have giant grandiose doors leading into. Also on the topic of doors, I've added a wall variant which appears as a boarded up door. This is just for aesthetic more than anything, but it does build the illusion of a dungeon larger than it really is. Leaving the wall of a connection point blank can look pretty boring, hence my move to have them randomly spawn torches, or chests in front of them. More wall variants will come in the future to give dungeons more visual variety.
The prison has been improved. I would say it looks pretty empty right now. I may add more verticality to the room. Cells running up the walls or cages hanging that you can platform over. I found my staircase models were a little too short in some cases. As you can see above, it doesn't quite reach the ground on its own. I had to add a little extra step. I'll hop back into the modelling chambers and figure things out. Some more work to be done here, but it's coming together nicely.
A quick note on my long term plans for the prison. Like the TF sewers, this room is meant to eventually act as its own biome. We'll eventually have more prisony type blocks branching off of it so it manifests as s seemingly contiguous prison block.
There are a few more rooms which have been cleaned up. Spiral staircase, double staircase, the balcony treasure room. I've put the arena to one side for now, and removed it from generation. It will come back once I've cleaned it up and it's ready to house a boss.
One last note on generation. I've tweaked the spawn parameters so that for the current update, some of these newer rooms and designs will be easier to fine. It's not representative of what final generation will be like.
Status Effect Updates
This is the last thing I was working on just before pushing this update out. The status effect display now has a timer and shows the name of the status effect on screen.
Also, you might have noticed a new status effect. Slow. This status effect slows you down. I added this to slow down the player when wading through liquids. Being able to sprint through liquids at full speed does look pretty weird.
On the backend I have developed the additional status effect Haste, which as the name implies speeds you up. I will be bringing this in as a potion. Maybe in the next update. We will see.
Torches
I've added a new handheld item to the game. You can pick it up at the entrance to the dungeon. It’s a torch! When you're holding it, it lights up your surroundings. At the moment it self-ignites. Maybe in the future I'll add more interactive functionality, such as give you the ability to set things on fire. At the very least, I should make it so that torches extinguish when in liquid.
There are no dedicated "torch held" animations at the moment. It currently uses the same animations as a held sword. I am working to fix this. While we're on the topic of animations, I've made it so that when the player health is reduced to 1 heart they’ll enter a critical health state and hunch over like they're injured. I may add more visual effects and sfx to accompany this in the future.
Fixes
We love to see fixes. The dialog issue affecting the peen tags has now been resolved. I found this was caused by a flaw in my tag detection code. Tags are composed of 3 parts. Prefix, character id, and suffix. For example "entity.pc.p" is the raw tag for a characters johnson. "entity." is the prefix, "pc" is the character id, and ".p" is the tag suffix. When the system tried to extract the id by searching for the prefix and suffix, the ".p" component of ".pc" was mistakenly identified as the suffix which in turn caused the whole tag to be thrown out, and for me to realize my code was terribly flawed.
Long story short, yesterday I ripped out all the tag detection code and replaced it with a simple regex. Way more reliable, a few hundred lines shorter and easier to debug. It should have been regex from the get go, but hey, c'est la vie.
In other fix news, I've unbroken the auto close on sandbox doors. That being said, I may change those to physics based doors, as I like the feel of them, and contrary to appearances, the player does not have telekinesis, yet. Finally I've rebuilt the broken lighting for the character creator main scene.
Upcoming
And that brings us to the end of the mini log, which ended up being not so mini. I intended for this to be a quick overview, but this has turned into quite the log.
I have a number of more room variants lined up. Both for regular rooms and obstacles. I'll also be making some updates to the existing TF obstacle rooms. I do want to address the issue of repetition soon with a parameter which will restrict the maximum number of allowed instances of a given room per level. I couldn't do it this week as it turned out to be more of a design banaza then variant development, but next week I'm going all in on room variants.
Not this week, but maybe next week once the new variants are in, I'll need to go on another optimisation tirade. This time focused on material bloat and size reduction (optimisations, not the fetish).
Please be sure to let me know what you think! We're on a roll right now. I'll do my best to keep it up. I'll be coming out with a meta post early to mid-week on the topic of update cadence, and goals. Next build next weekend. I'm shooting for saturday.
I've added a couple of new obstacles to the dungeons. Firstly a room full of spinning gears. It features a small platforming section with a light penalty if you fall. The gear speeds are randomized. So I can get the most out of this room, I will be adding some size and layout variants to the platforming aspect, in order to give it more replayability.
Arkavite - The Cog-Rooms
In a similar theme, the next room is a corridor flooded with the same mysterious solution (more on that later~). I may add some platforming to this room as well. For the time being, you’ll have to wade through the waters in order to pass.
Arkavte The TF Sewer
Loot Chests
I've added loot chests! These will now spawn throughout the dungeon. Not much else can be said here. I should add more loot….
Lighting Changes
The post-processing has been updated to provide environments with a hint of gamma. This means unlit parts of the map will no longer appear as completely pitch black. This has been the bane of my existence as I’ve tried to light this dungeon, while minimizing the number of light sources for performance. No lights at all is now a viable option, however torches are looking increasingly necessary. I'll see if those can be expedited.
Status Effects
I've implemented a new system to manage status effects. The status effect system allows for the triggering of timed, tickable effects. Tickable in the sense that an effect can vary over the course of its duration. For instance, perhaps we want an effect which grows stronger as it progresses and peaks in its final moments, or an effect which needs to periodically check the current state of the player to determine how it will behave in that specific frame.
The potential scope for status effect behaviours is incredibly open ended. They can take on many, many forms. Just to throw out several examples, we could use this system to create status effects like, slowness, blindness, narcolepsy, reduced hearts, increased speed, bleed, and so on, and so forth. The main target will be buffs, debuffs, and timed passives (triggered by spells and potions).
Unlike the item/event framework adjacent to this, status effects tick based on real time as opposed to in-game world time. This has been done as insurance against variable day lengths. Status effects need to remain fixed in their real-time duration from a player perspective, simply because of their nature. If everything was tied to the in-game world time and you happened to be playing with a very long day length, then a simple poisoning debuff could end up lasting an hour in real time (which would be suboptimal). This of course also extends to the balancing of buffs, debuffs, and passives. In a broader game design sense, there will also be cases where map design, trap design, and enemy design expects certain effects and cooldowns to operate on fixed timings.Arkavite - Status Effect Icon Status effect icons will appear on screen for the duration of a given effect. The UI for this still needs a little work. The background of the status effect icon currently acts as a progress bar, to convey the effects remaining duration. While it’s good enough for short effects, a visible timer would probably be better all around. I will also need to create a secondary status effect display for the reflection page, (in a similar manner to the trait display). I’ll keep looking into this. The ideal implementation should remain as minimal as possible in order to avoid clutter.
You may be curious as to the nature of that mysterious pink liquid. Avert your eyes if you don’t want to be spoiled! As a proof of concept, I created a feminization status effect which gradually feminizes the player, while they remain within it. Right now, it’s pretty forgiving, but I do want to make it a little more heart racing by adding a slowness debuff while in the liquid. As standard, liquids the player has to wade through will be getting a movement penalty, and in the case of this feminizing fluid, I think I’ll increase the penalty to make it just a little bit more punishing.
Other Changes
I’ve introduced an extra check to dungeon generation which lets us reject maps which don’t meet the necessary criteria, such as minimum tile count. In some rare cases, I found the system generating “micro-dungeons”, where a dungeon would spawn too many dead ends or box itself off very quickly, making it impossible for it to grow any further. This will eventually be extended further so minimums and maximums can be defined on a per room type basis, and I can begin looking at goal rooms for progression.
Upcoming
In the new week I'll be doing more map design work, cleaning up what’s still in a prototypeish state and furnishing all those empty rooms. I’ve been doing quite a bit of prep work in anticipation of this last week so it should be quite interesting. Next update will drop Friday-Saturday. I’ll keep you posted. Until then, thank you all for joining me. I wish you all a lovely week~
Following on from my last report, the dungeon generator is now in the alpha build. For the time being, you can access the dungeon test map via a new teleporter in the warp room.
Arkavite - Sanbox Warp Room
Generation Upgrades
I've improved the overall dungeon structure and given our room configurations some more variety. You may notice that I’ve shelved the giant shafts in favour of spiral and regular staircases. These allow for some light verticality. I may bring back the shafts at a later point for puzzle sections, but for now, they’re a little too extreme of a feature and there’s no simple way to go up and down them.
The next step I’m working towards is blocking out the internals and adding a splash of aesthetic so the rooms can get a general sense of identity / function.
Scale
When I share these images, it’s a little difficult to convey a true sense of scale. These dungeons I’ve been generating are in fact, very, very big. They are most certainly not of the beginner tier.
For reference, this is what it looks like to stand inside one of those intersection hallways. On the right, I’ve marked the corresponding map tile with a red square. At this distance, the player is a barely visible speck.
The reason why I’ve gone so large with some of these tiles is not only to make the map feel grandiose, but to ensure we have ample room for maneuvering during combat. I will in all likelihood work in some small sections which are cramped as well. That could introduce some added challenge for the player. I don’t intend to turn this into a horror game, but claustrophobic sections do play well into spookier set designs as well. It’s a dungeon, so I’m obliged to at least get a little spooky~
Once again I am reminded I should consider a map or environmental marking system at a later point, to help players with navigation. I also wouldn’t mind adding a magical item which points players towards the exit, or magical items which return you to the exit. Both would make for a nice rare find or shop pick.
Observation
While we may not have a map just yet, while I’m still testing, I’ve added an observation platform to the dungeon. From here, you can regenerate the dungeon at different sizes, and see what it looks like from above.Note: A warp to the observation platform is located in the dungeon starting room.
Other Goings On
In other news, the CYOA system (now known as TLoH), has been getting some love. In case you’ve missed it, I’ve added auto-save and backup, more stylization settings, versioning, and various QoL tweaks here and there. There is also a new TLoH guide up on the Arkavite site. For a more detailed look at what’s been going on there, I would recommend checking out the post on itch, or arkavite.com.
Upcoming
For the next update, I’m blocking out the various rooms, and doing some aesthetic test work. I’ll also be tackling loot chests, more outstanding trait functionality, and we may see the beginnings of dungeon traps.
Be sure to give the latest build a go, and let me know what you think down below! There’s plenty to do, so I best be on my way. I wish you all a fantastic weekend. Till next time~
See something you like? Subscribe to see even more!
Subscribe Now
The subscription gives you:
Access to Creator's profile content.
Ability to support your Creator by pledging – one-time or recurring.
Means to reaching out to the Creator directly via Instant Messenger.
Creator Stats
164 subscribers
82 posts
Goals
$250.0
THE GOAL REACHED!
For the month, I'll ensure the blog's 'development roadmap' and 'codecks' pages are kept up-to-date with every release.
$219
to reach the Goal
For the month, at this level, I can cover all base operating costs, fund off-the-shelf assets, and keep the lights on. This would allow me to maintain a consistent flow of updates and lower the risk of major disruptions.
$469
to reach the Goal
For the month, I'll set aside a few hours every weekend to answer questions, respond to suggestions & requests on the discord. I’ll also run monthly polls, giving you the power to vote for new items and features.
$719
to reach the Goal
For the month, reaching this goal will allow me to dedicate significantly more time and resources to development. I'll be able to fund bespoke assets and commission artwork.
Ability to support your Creator by pledging – one-time or recurring.
Means to reaching out to the Creator directly via Instant Messenger.
Subscribe
WE USE COOKIES
SubscribeStar and its trusted third parties collect browsing information as specified in the Privacy Policy and use cookies or similar technologies for analysis and technical purposes and, with your consent, for functionality, experience, and measurement as specified in the Cookies Policy.