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Quite Unusual
Welcome to Quite Unusual, where we hope to create exceptional games, wondrous stories, and, of course, enjoyable characters! Our current project will be an Adventure/Dating Game, so stick around to see more!
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Displaying posts with tag TeaserTuesdays.Reset Filter
Quite Unusual
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Quite Unusual Newsletter #39

We've made a lot of progress in programming to report, thou it doesn't feel like while doing it. Apologies for the ongoing gap in programming articles—we've been learning the basics of JS and MV and creating glue logic, which isn’t exciting enough to report on.

Alta's Achievements

Alta finished up the outfit logic on his description prototype by

  • redid how outfits store their components
  • added a Naughty Exposure that requires the region to have a transitive Coverage of Concealed and direct Coverage of Bare

The social physics engine got a good start with

  • parsing Ensemble's JSON files
  • Rust impl of some of the DB logic
  • impled loading the DB into CozoDB
  • impled complete DB logic in the CozoDB
  • made functions to interface the CozoDB to Rust
  • impled running the trigger rules

Alta did some volunteering on a game, that unfortunately the project lead isn't communicating the details of the game but did get him working on his Pokemon GUI again

  • started adding layout logic
  • made the GUI scale to fit window
  • reorganized the menu to be generic widget

To get some pure coding problems free from game design, Alta is doing some coding for New Guy's Court Magician

  • made autosave feature for RPGMV
  • added the autosave slot to the load game menu
  • made a function to check is a property exist and if it doesn't set it to a value

TeaserTuesday

In a silent revelation, the truth dawns, dimming the light of hope. Despite aspirations, the grasp of dementia persists, signaling the ongoing struggle ahead.

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Quite Unusual
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Quite Unusual Newsletter #38

Greetings! Another 4 weeks have passed and so once again it's time to check in on the talented SwitchLaid in this artwork issue of the Quite Unusual Newsletter.

Switch continues to crank out the artwork with:

  • Waxworth Prologue Posing (Continuation)👵
  • Scene Setup💻
  • Lighting & Rendering☀️
  • Image Editing🖼️
  • Caravan HDRIs💡

TeaserTuesday

In the quiet room, the dialogue unfolds, filled with heavy truths and unspoken fears. As words flow, the weight of the moment lingers, marked by sorrow and fragile hope.

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Quite Unusual
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Quite Unusual Newsletter #37

Sorry about the delay in putting out this issue, was thinking it was due tomorrow. Not much happened in the past 4 weeks due to Alta hurting his back, but he has managed to make a full recovery and is back at work.

Alta worked on a prototype of a system to get descriptions of charters which involved

Learned Cozoscript by making programs to compute the following

  • the transitive contains relation
  • the transitive coverage of a body_region
  • if someone is nude
  • what outfits are worn

After running into a problem that he couldn't solve in cozo he impl functions in RustLang that do the following

  • compute the transitive coverage of body region
  • evaluate the tests on descs to see if they are applicable
  • find all outfits that are being worm

And use them to make the functions that

  • find the desc for region looking into the clothing worn for ones that override the objects self desc
  • get list all desc for an object and it's sub components that are applicable and from what object they come from

TeaserTuesday

Finally, the conversation begins, bridging the gap between past and present. Words flow with a mix of sorrow and hope, as the reality of the situation settles in.

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Quite Unusual
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Quite Unusual Newsletter #36

Today we bring you another issue covering the art side of our game development. We’re still chugging along with the prologue images. It’s been smooth sailing, which is good news for us, even if it doesn’t make for the most thrilling updates.

Switch worked his magic with the following:

  • Waxworth Prolouge Continuation Posing👵
  • Scene Setup💻
  • Scene Lighting & Rendering💡
  • Image Edits🖼️

Teaser Tuesday

A leaden dread settles deep within the chest, an unwelcome companion. The truth about Waxworth’s dementia looms, demanding confrontation. Each step down the dim corridor reverberates with the gravity of a harsh reality.

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Quite Unusual
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Quite Unusual Newsletter #35

We're excited to share are latest newsletter as we finally reach the point of wrestling with the transition from foundational systems code to crafting actual games and finding out hoe theory doesn't life up to practice.

The last 4 weeks were a grab bag of accompleshment in programing

Working on AIFAS

  • documented the internal working of AIFAS's vigncil system
  • added named priorities with explicit relationship to .vigncil files
  • updated the.vigncil file VScode extension
  • redid the vigncil system so the Dialogue is a type of Portrayal instead of a type of Part

Number crates:

  • now convert floats to fractions directly from the mantissa and exponent
  • impled .powi() for my fraction and fixpoint crates
  • redid .sqrt() and .pow() for my fraction crate use the method I learned impling .powi()
  • fixed some bugs in my fraction and fixpoint crates

Some misc math stuff:

  • made a rational trig replacement for atan2
  • made a function to add two quadrance together
  • made a function that finds the square number factors of a number
  • modified square number factors finder to only merge factors if the higher factor already exists

started on generic chess-type game engine:

  • made function to calc scored for squares
  • made function to generate possible moves

Some other achievements where:

  • developed a base personalities types based on 4 motivation and 3 struggles
  • made a project to help automate something in my personal life that was eating up all my time.

TeaserTuesday

Through the window's lens, Mentor Waxworth quietly observes the world, her innate curiosity ever present, seemingly unperturbed, as if everything is simply as it should be...

Alta Article

Internal routines have an integer priority that is used to determine when portrayal repeats. portrayals are sorted into buckets based on their priority then keep repeating the portrayals in the highest bucket.

my first implementation of the .vigncils file you specified the integer of the priority directly. but that means if you want to insert a priority in between two existing priority so have to go through and change all the higher/lower priorities to make room for the new one.

So to solve this instead of specifying an integer you specify an identifier for the priority and Directed Acyclic Graph of which priorities need to be before another.

You can't just use a topological sort because if the DAG doesn't restrain it to a specific ordering it will just make one up for you. so for example if you have:

A->B->C
A->D->C

you don't want to go ABDC or ADBC you want A(BD)C.

but what happens if you have

A->B->C
A->D->E->C

it can't say if B is equal to D or E So I implemented a breadth-first search starting at the nodes without any parents

but if you have something like:

A->B->C
D->C

if will put B and C at 2 then try to put C at 3 but it's already at 2, so it will fail.

So I did was to keep track of a separate chain for each node without a parent then when adding a node check if it has already been added to the other chains and if so shift the integers in the shorter chain so that the integer it wants to assign to the Node that already exists in the other chain is equal to the integer in that chain and then merge the two chains.

But then there are cases where a chain is moved back so far the it's end goes past the current so one can't just have a list of nodes that need to be added to the chain but also the depth they need to be added at.

Though I took a lot work to implement all that most of it was because I had kept adding tiny improvements and it got very crufty and I'm not a fast typist to actual enter the code took white some time. I probably spent an hour in total decide what I wanted the program to do but I spent 3 full days on it as implement my idea then realize some case where it wouldn't work. If I had known then I know now I would have rewritten it from scratch 2 or 3 times instead of just making the changes to it. but because it was so crufty it was hard to see all the changes that needed to be made.

I did rewrite it once when I painted myself into a corner with borrow checker. It was easy fix I just borrowed the stuff mutable from the start instead of borrowing immutable then reborrowing it as mutable

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Quite Unusual
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Quite Unusual Newsletter #34

In this edition of our newsletter, we're thrilled to share the latest developments in our game's art department. Our talented artist has been hard at work, and we've got some fantastic progress to showcase. Let's dive right in.

Switch had a Profuse Production of Progress with:

  • Windows & Curtains Model🪟
  • Room Model🏠
  • Chair Model🪑
  • Waxworth Robe👘
  • Scene Setup🎥
  • Scene Lighting💡

Alta Artistry

Alta Artistry has been put into a separate post. https://subscribestar.adult/posts/1242841

TeaserTuesday

With each step, Lium confronts the shadows of fear that linger. In the quiet corridors, courage becomes his guiding light, pushing him forward to face the unknown with unwavering resolve.

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