Thanks for the tip! Every little bit helps towards making our game a possibility!
- Mentioned in game’s credits
- Access to early builds
- Access to Discord
Thanks for the tip! Every little bit helps towards making our game a possibility!
You must be interested in making this game a reality! Thank you for your generous support.
Thank you for your outstanding support, and giving us the chance to make this title as excellent as we can.
Your continued support will allow the studio to stay afloat, and we thank you from the bottom of our hearts!
For the true philanthropist we know you all can be!
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.
In a silent revelation, the truth dawns, dimming the light of hope. Despite aspirations, the grasp of dementia persists, signaling the ongoing struggle ahead.
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.
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.
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.
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.
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.
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.
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.
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...
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
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.
Alta Artistry has been put into a separate post. https://subscribestar.adult/posts/1242841
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.