Progress update- the future of the game
There's a personal update at the end of this post where I address the recent drop in posts and what's up with me. It's worth addressing but don't worry, it's nothing drastic!
Okay. We've hit an important moment in the development process. Before moving much further, we need to know what direction we're heading with the game's lore, visual theme, and UI scheme. Further development steps rely on it.
So let's talk about code, then get into that~
Bodily Reactions code
I'm working on the body's side of the Reactions system. I've hit partial completion. At the core it's a long chain of data, with each step requiring multiple sub-steps, logic, and interpretation. Here's a simplification of the chain we're working with:
Stimulation/perception (done) -> Sensation (done) -> Personality/Emotion (done) -> Mental reaction (done) -> Internal bodily reaction (working on it) -> Outward visual reaction (done)
That's it! The chain is so close to being complete. Each link in the chain is modular and any character/species-specific traits can completely change how each link works. Here's a quick simplification so you can visualize how each step comes together to make the final result:
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Stimulation/perception is the only fully objective step. As in, a character sees an object in the world, or is touched by an object. This is objective reality and doesn't change between characters.
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The Sensation step, however, would have a completely different set of logic for like, dragon scales vs pony skin. And a pony with tough, calloused skin is wildly different from one with soft, sensitive skin. (this is per body part, so for example someone can have sensitive spots while being tough overall. Plus, they can be sensitive to specific kinds of touches)
- Characters have different Personalities, which results in different emotions when things happen. An equal amount of pain makes character A feel sad, and character B feel angry.
- They also have different Mental Reactions. Two characters might feel equally angry, but respond internally to that anger in completely different ways.
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Internal Body Reactions are kinda abstract. It's like, the "idea" of what their body is trying to do in response. Furrow the eyebrows. Blush the cheeks. Twitch the ears. These can be different between characters in small or large ways. For example, how beaked characters emote with their mouths, how unicorn horns or pegasus wings act, or even just characters with some kind of small internal difference (Maud's under-expressiveness vs Pinkie's over-expressiveness) that would result in a conceptual difference in what their body is doing.
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Outward Visual Reactions are the actual technical animations/sfx being played to represent the above step. Body type/shape (and how the character is positioned) determines what needs to be played.
So all of that is done except the internal bodily Reactions, which I'm working through the process of. It's requiring some higher level thinking that has been hampered by my sleep issues. Thankfully I can feel the brain juices flowing again.
We're close now. The instant it's done I'll be making a post showing it off. Once it's working, we're stopping development on new features and cleaning up the existing features for a release build!
Where are we going?
We're far enough along that it's now time to answer some of the big questions. Starting with a meta question.
Pony or furry content?
I've talked about this in the past but never came to a conclusion. Now I've decided.
SHF3 will forever be a pony game, rooted in the pony canon and world. I want this to be a long-lasting love letter to the clop game genre. Plus, the projects I do here will be pony-focused. That's what y'all are supporting me for, after all.
My private art practice will involve other species, styles, and original characters. Eventually I'll start posting that somewhere. If I make anything that would interest y'all, I'll share it here of course. But it's stuff I'm making as a hobbyist for the sake of growing as an artist, not the content being supported here.
If I ever shift my main "work" focus away from pony stuff, you'll be warned about it long in advance, and it'll be after this game is fully completed.
What is this game?
Now that I know SHF3 is firmly a pony game, I've finally locked down the lore and theme. So, the game takes place in-world. In canon, it's placed after the main series (gen 4) finished, but before the final time skip in the finale.
This is just a teaser since I want to do a reveal with some concept art and/or in-game demonstrations. I don't know exactly when yet, but, well, I can't keep a secret for long.
I have a solid plan for the framing and in-game "story" of what's happening. I now know definitively what does and doesn't belong in the game in terms of visuals and thematic elements. It's long been just a vague dungeon theme with no context, with unexplained tech and magic involved. No longer!
Plus, a tentative title for the game (SHF3 was always placeholder).
The theme will be obvious as soon as I start adding things, so expect to see a reveal of this relatively soon ^^
Solving the UI problem forever and ever
This is half-related to the above question of theme. The UI needs two things- usefulness to the player, and a coherent visual theme. The visual theme is solved now that I know the direction this game is going, but next is the functionality.
You may remember me complaining about this CONSTANTLY for YEARS.
How the heck do you design a UI for a sandbox game with many layers of cascading complexity? It's not a management game or logistics game. The point of the game is the characters and what is visually happening to them, not the many numbers under the hood. BUT the more technical the player wants to get, the more they'll need to have access to excessive amounts of underlying data.
The real issue is that there are many different types of players. Some will want a full diagnostic of a character's left hind hoof on the screen at all times, while others will want an uncluttered experience without a bunch of numbers to worry about. There's too much important data you might want to see, but that could also be overwhelming and distracting.
So the best answer is simply to give the player control over it.
The primary UI will be modular, separate, customizable displays that you can move around in-world. So you can have a general display for a character's overall state, and/or a little menu displaying complete real-time diagnostics about their left hind hoof, a menu with a constant measure of their mental stability, a fluids pressure meter for each of their inflatable internal parts, and so on. Or nothing at all, if you prefer an uncluttered experience like me.
Since the game camera is now movable, menus will move with the world by default, but you can also pin important ones to the screen to keep them locked in place.
Your menu configuration and positioning will be saved along with the game state when saving/loading.
Visually, it'll relate to the (to be announced) theme.
Under the hood I'm looking at reducing all "menu-able" pieces of information down into a simple data format, which can be used to automatically construct menus based on their needed components, rather than needing me to manually make each one.
So yep, that's the plan!
The role of AI.
I'm introducing code generating AI into my workflow. As far as I can tell, it's a natural evolution of the programming process. It's both strong and weak as a programming aid for me right now, but I'm pretty sure it's only gonna become a more vital tool over time. I'd heavily recommend anyone who codes to not sleep on it.
Generative AI for art and assets is a very different story. While code AI is trained on open source code, "creative" AI is in a weird ethical state that I'm not interested in messing with right now.
I don't currently plan to use AI-generated art of any kind in the game. But as part of the development process I see lots of potential. For example, creating visual mockups to communicate ideas to artists, making placeholder art to get an idea of visual composition, etc.
A personal update.
I've had my head down for the past few weeks. Between working on the code, hammering out major decisions about the future of the game, and trying to find a healthy path through a very rough patch of sleep apnea issues, I've been stressed. And with that stress comes my bad habit of not communicating with y'all as much as I should. Sorry about that.
A bright spot is that after taking a long (for me) break, my sleep has improved drastically and I can think clearly again. I have a tendency to overwork myself, which ends up putting me into a state where I can't get much done, so I have to crunch to make up for it, and so on. Breaking out of that vicious cycle is hard.
Especially since it looks like being overworked also contributes to my sleep problems, which in turn contributes to that cycle. I'm surprised by this. The sleep problems are caused by a funky quirk of my bone shape, and not any underlying health issues. No idea why stress makes it worse, but I guess that's the situation I'm working with. If I want to sleep I need to reduce stress.
My partner has been patiently talking me into relaxing more and not falling back into destructive habits when stressed. The deep exhaustion is fading and I'm able to come back to the code with my brainpower restored. But also, I'm able to reassess my basic mindset. I've always seen "overworking" as a Bad Thing, but like... secretly a good thing. Y'know, sacrificing yourself for your art and all of that. It's a sign that you're workin' hard and takin' things seriously.
But see-sawing between being burnt out and then crunching to make up for it has been my default state for my whole life. It's not just the game either. I'm pushing myself in all areas of life. If I'm trying to relax, I'm anxious the whole time about not doing something "productive". Ironically, it slows my actual productivity to a crawl. It's been at that crawl since before I started making games.
That slow pace has agonized me. Those who have been around for years may remember a common thread throughout my old posts- "I feel like I can do so much more than I'm actually getting done". To fix that, I've tried tackling it from every angle I could think of. I learned a bunch about ADHD, effective task management, project management, code architecture to reduce workload, self love, emotional growth, anxiety management, sleep, and now I'm looking at the many-faceted problem of stress.
I have a weird relationship to it. I'm learning that, disturbingly, I'm kind of addicted to being stressed. I'm trying very hard to break unhealthy habits and mindsets. This new knowledge is part of that journey.
All of this to say, I'm taking on a new schedule with fewer work days in the week and less draining busywork. Given how much healthier I feel and how much more clearly I can think after a decent break, I suspect this will only result in faster and more consistent progress. And most importantly, I'll stay healthy enough to see this project through to completion.
... and that's all for now!
I'm deeply grateful to the excitement, generosity, and patience you people have. It's been a long road both from a development and personal perspective for me. Despite how many rough patches there've been, and how much anxiety I normally have, I'm actually quite confident that the final results of all of this work will be well worth it.
For now, I can only say thank you for placing so much trust and faith in me. I'll keep doing my best!
<3