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Month: March 2020

30032020

Worked on a “new” – in reality, it’s mostly just a composite – animation for Avery opening her bag without fully taking it off (allowing the player to ideally access the contents of the bag quickly on the go) as part of the animation for unloading the pack in the decontamination chamber; but in reality, I’m not sure it’s gonna be used in any capacity, because a) the former presents a lot of individual logistical issues in its own right and b) the animation is, at least in its present form, unsuitable for the latter purpose. 

I’m thinking that either I’m gonna have to just bite the bullet and create an entirely new animation, which will be annoying but probably the most straightforward solution; or I’ll create an interface menu that opens up when the pack is unloaded, obscuring the actual animation (or lack thereof). Of course, that means I have to design a new interface altogether, which means I’d have to figure out the information structure for what gets transferred over and how it gets transferred, which gets into the altogether different subject of the inventory, which is something I don’t really want to deal with right now…

In either case, I’m kinda at an impasse and my only conceivable paths forward it seems are all deeply unappealing in their own ways. Usually I’d just shift focus to something else in these cases and defer the decision, but I can’t stop thinking about this particular issue because it’s the last thing remaining before I can declare the decontamination sequence completely finished… 

Maybe I’ll just work on some of the other interior furniture tomorrow and take some time to plan it out.

28032020

A very productive day, and I even managed to wrap up early! Spent the morning finishing up all the things I set as goals yesterday – namely, all of elements of the entry decontamination sequence – and then recorded and mixed two new audio tracks, for walking indoors (barefoot, and with shoes on). I also composited a new ambient track for the interior, which is a very low industrial-sounding hum, that does a good job filling in the silence without feeling overbearing. All I have left to add to the outer sequence is the container for the pack, which will most likely involve a pretty complex animation (and accompanying audio), but otherwise straightforward implementation. I’m not sure if I want to take tomorrow off or not; but whatever I decide on, that’s gonna be my next objective.

27032020

Today was a bit less productive than I intended but I still got a decent amount of work done, the most major being the completion of the audio for the external decontamination shower. I also modified the mask for the vestibule shadow a bit to accommodate for a more natural transition. 

Tomorrow I’d like to completely finish up the decontamination sequence, audio included. While it’s not a lot of work in terms of sheer content, it’s still pretty substantial so I imagine it’ll take a real concerted effort and some organisation. I think it’ll be worth it however, and I’ll finally have finished a process that’s taken me by this point far longer than it had any right to take.

26032020

Another productive day. Spent most of the time cleaning up the UI for the console, reducing its height to the upper letterbox margin, along with a number of other changes:

? Fixed input glitch that previously prevented arguments from being read properly; the fps and create commands now function as intended

+ Added tgm (god mode) and tbm (build mode) commands, which respectively toggle invulnerability to survival elements, and uncapped resource requirements

In regards to other miscellaneous fixes:

? Fixed bug preventing fire from being lit when using the butane lighter. The fire can now be successfully lit after the flame is present for some time.

? Fixed bug causing grass surface to be cleared upon entering/exiting fullscreen. The grass surface is now repopulated and drawn properly, so that it displays correctly even when surfaces change.

25032020

Finished up the animation for the external decontamination shower; just gotta add the text prompt and audio tomorrow and it’ll be complete. I’ll probably get that done tomorrow, as well as the internal hygienic shower and toilet animations. Those are probably gonna be a bit more complex as I have to create an animation for actually entering them, but I think I should be able to repurpose the one for opening/closing regular doors – we’ll see. The door layers will also probably have to be duplicated as overlay objects.

24032020

Today was not as productive as yesterday but I still managed to maintain a steady pace throughout the morning. I worked on more furniture for the outpost, implementing the toilet and shower I made yesterday, as well as rearranging the room a bit to accommodate the new facilities. I imagine that tomorrow’s work will be much of the same as well. I was distracted around noon though by the arrival of a new major content update for Breakpoint, so the rest of my day’s work proceeded at a spottier rate. I think it’s okay though so long as tomorrow I’m able to get back on schedule.

23032020

Missed my entry yesterday because I fell asleep again in the evening, but there wasn’t much of anything to report anyways. Today was considerably more productive, and I managed to maintain a steady and consistent pace of work all throughout the day. I managed to accomplish a number of tasks, the most major one being a significantly-improved UI experience for the developer console (which has also had a number of commands added/cleaned up). I spent the latter half of the day working on new sprites for furniture within the outpost, which I’ll hopefully be able to implement tomorrow.

I’ve been feeling pretty disrupted lately on a number of levels. Gonna just try to just work through it…

21032020

Another wasted day, spent nearly the entirety of it asleep. The few hours that I was awake, I just reviewed some notes and read a bit. I’ve been thinking a lot lately about the role of history in lending legitimacy to faith on the cosmic level. Not just in the sense that ancient traditions are afforded legitimacy solely by their endurance in broader memory; but more specifically the ways in which religious principles are so often, in so many systems of faith across the world both present and past (and probably future), grounded in what are astonishingly concrete and local histories. 

You can still (and to this day, a not-insignificant number of people definitely do in the name of pilgrimage) walk the exact routes between locations described in the Bible; virtually all of the places are or at some point were real. Here’s the clearing where the angels descended to earth and had a picnic; here’s the mountain which God struck in two with lightning to deliver a point. Eden for all its mythical glory could just as well have been on the other side of the valley, visible beneath a satellite on Google Maps. So much of the Old Testament is just as much human record of history and genealogy, precise census of military might and territorial boundaries, as it is an outline for the practice of faith on a societal level; which is ultimately to say that all of this is a kinda curious thing to consider, that we still rely on these ancient pinpoints, so many of them no longer the same as they were described, fundamentally warped by territorial conflict and zoning codes and ecological erosion, can still serve as the tangible bedrock upon which our faith rests. There’s something at once oddly intimate, and also sobering about it. 

All of this is to suggest that maybe it’s not us who changed after all. For all intents and purposes, it seems as if we’ve been more or less the same from the moment we were created: hopelessly vain, ambitious, brimming with pride and righteousness and envy, fickle and uncertain and stubborn. That’s not to say that we haven’t made efforts to change our circumstances, or that those efforts have gone without consequence: overall I think it’s undeniable to acknowledge that we’ve improved our living conditions, maybe even become more aware on a mass level of each other, ourselves, our fragility and vulnerability. But on a long enough timeline, all those changes still fit within our grand narrative about ourselves, our ability to read the poetry or law or philosophy of ancestors millennia ago and still relate to them on that profound level which we call the “human condition”. It’s not that I believe we’re exactly immutable, so much as it is that our nature is fixed: our progress is incremental, our systems and fashions and attitudes may evolve over time, but no amount of revelation or intervention can change our fundamental state of being. 

It’s not us who have really changed, but God. God, who trusted us with obedience only to be surprised with our betrayal; God, who wiped out nearly all life on earth in disgust at our pettiness and vanity, only to regret it a day later and promise to never do it again; God, who relinquished command and descended to earth in the skin and shape of a man to feel what it was like to be us, knowing full well the cruelty and intolerance of the authorities of this earth. Our actions and presence upon this earth have changed the nature of God as far as our narrative as a species is concerned, drawing God very slowly over the centuries into our fold of existence, our precarious understanding of this world and one another and ourselves. 

I dunno… maybe it’s presumptuous of me to draw these conclusions the way I am – who knows, the timeline and scale God has existed on is incomprehensible to me, and who can say to know the will and nature of God anyways – but ultimately I think what I’m trying to get at is that, if we are truly God’s creation, we will last with our humanity – whatever that is, whatever that’s worth – uncompromised, regardless of what happens. It’s the rest of the world beyond us that changes in reaction to us; and it’s in their consideration which we should be ever vigilant as shepherds and custodians of this world, to at least try to act in good faith and with good intentions – or at the bare minimum, a modicum of self-awareness and sincerity. 

Or so it goes. 

20032020

Spent the morning working on writing for the game, which was a nice change of pace although to be completely honest it didn’t feel like actual work. In other news, I recently did an interview which was published today in the form of an article on Rock Paper Shotgun. I thought the author did an excellent job within the obvious constraints of the publication, but to be honest, I thought that most of the comments betrayed a fundamental misunderstanding – intentional or otherwise – of what I was saying and my intentions with the game and the interview; which, I’m not gonna lie, does not bode well for my sense of confidence in the slightest. Don’t get me wrong, I’m glad I was given the opportunity to do the interview and I very much enjoyed the discussions I had… but I’ve also been reminded rather painfully of why I don’t feel comfortable engaging much with the general public anymore.

19032020

I woke today filled with extremely negative thoughts, which continued to plague me throughout the day and made concentrating on work exceedingly difficult. Nevertheless I did manage to get some stuff done today, the most significant being the implementation of a system which will randomly create thoughts for Avery when she’s presented with stressful situations or disruptive thoughts (ie pain, bodily needs, etc). The frequency of the thoughts, which is synced to the global tick, must be manually set and thoughts are spawned using what is essentially a random number generator.

17032020

Finished up the caloric system and implemented thirst/hydration, which for some reason I completely forgot about earlier. All the major physiological systems are now foundationally complete and the only things I have left to do – well, “only” makes it sound like it’s not gonna be too much work, but I by no means am underestimating the scale of this endeavour, mind you – are to integrate the systems with the actions, along with any other additional balancing/statistical tweaking down the line (I know for certain I’m probably gonna have to revisit hydration at some point). 

I also spent a few hours this afternoon recording foley audio for the vomiting animation, which is more or less complete by now. It was a rather taxing experience, to put it one way. 

16032020

I spent some time today working on the caloric system. I’ve decided to simplify it a bit after all – previously I had planned to allow Avery to overeat and accumulate stored calories in the form of body fat, but I felt that would’ve been too complicated both to implement and to understand when playing (not to mention the kinda absurd proposition of someone gaining substantial amounts of reserve fat in a matter of days), so I instead reduced the caloric bank to a fixed value which is determined at the start of the game, and which will serve as a backup supply allowing Avery to starve for a bit without incurring substantial damages. The system is all set up and basically complete as far as implementation goes, but I didn’t get around to actually testing it in-game so I’m gonna get that done tomorrow and then start working on implementing food like I’d initially planned yesterday.

15032020

Missed my entry yesterday even though for whatever godforsaken reason I stayed up the entire night doing effectively nothing of worth. In any case though, I just finished up and posted the March update article, which you can read here. I’m gonna try to pull my schedule back in order for this weekend and get back to work proper. Tomorrow I’m gonna try to finish up the caloric balance system, and then start implementing all the animations for eating. 

13032020

Spent an hour or two this afternoon writing up this month’s update for the Kickstarter, which will hopefully be posted tomorrow. I’ve been feeling really out of it though these past few days… it seems like all sorts of things have just very suddenly accumulated into a single monolithic and overwhelming feeling of exhaustion. I think after I publish the article tomorrow, I’ll try my best to take another break this weekend, a proper one this time.

12032020

I spent two or three hours this afternoon trying to work on more biomechanics stuff – finished up thirst, started working on caloric balance and intake/output – but I kept on thinking about this whole pandemic thing and I began to feel overwhelmed to the point where I was no longer able to concentrate.

11032020

Spent the entire day until basically 1900 in a state of strange and restless sleep, in which I experienced a number of intensely vivid dreams which left me feeling disoriented and confused when I finally managed to awake. Completely wasted away the day, obviously got no work done. 

10032020

Today I worked on hunger, which is basically more or less finished at this point as far as general implementation goes. It’s roughly tied to the fullness of the stomach, and begins incrementally decreasing once the stomach reaches a certain volume. Hunger here doesn’t exactly represent physical hunger (which is more accurately represented in the game by calories, which I’ll discuss later), but is a closer measure of psychological hunger: as Avery’s hunger level depletes, she’ll slowly and eventually steadily begin to lose willpower. This means that, should the player choose to, she can go a decent amount of time – about two or three in-game days, depending on other covalent conditions and/or deficiencies – without eating anything, although it certainly won’t be a comfortable experience for her. Tomorrow I’ll finish up the same process for thirst, which I started today but which I didn’t get around to really properly balancing. 

I also added in a new UI element, representing overwhelming thoughts. These, in contrast to inspection-based thoughts and interaction thoughts, are usually more urgent in both nature and tone and as such, represent thoughts that are more sudden and intrusive, such as pangs of hunger, or desires to relieve oneself. They take up the entire screen for about a second before disappearing, similar to the appearance of intertitles in film. 

09032020

I woke from the strangest and the most moving dream today. There was something unbearably nostalgic about it and when I woke I felt incredibly light and adrift, as if I’d become dislodged from reality. The feeling dissipated about an hour after awakening though.

It was a rather pleasant day outside today, unusually warm given the preceding ones, and I spent the afternoon working outside. I built the foundation for the digestion biomechanics today, which includes the movement of solids through the body (I think it’d be better to merge the urination script here as well, I’ll probably get that done tomorrow). Tomorrow I also plan on finally implementing hunger, based on stomach volume. 

06032020

Woke up feeling sick of looking at my computer so I spent the morning instead preparing food for the rest of the day and walking around outside. It was a cool, overcast day and the air felt remarkably clean. I read a book for some time before spending the rest of the afternoon in a conference call, during which I worked on and finished the final map for the game. I’ll probably release it tomorrow for the #screenshotsaturday post… although I should go over it again to make sure there aren’t any spoilers (although I don’t imagine there should be any, as the print is effectively illegible). Tomorrow I’m going to start working on the outpost again. I’d like to get back to work on in-engine content next week. Finishing the map has made me realise just how much work I have left before me.

05032020

Spent most of today working on the map for the game. The general layout has now been finished, and the only thing that’s really left to do is plot out specific locations and adjust for topographical variation (specifically elevation, which is gonna be a real challenge to communicate). The current map is a 20×20 grid… which means that I’m potentially looking at over 400 rooms upon completion if I stick to this layout. That’s a pretty fucking wild number – even adjusting for the fact that several hundred of them will be generic forest layouts – and I should probably tone it down a bit. We’ll see though…

I started the Warlords of New York expansion for The Division 2 tonight. It’s superlatively good in nearly every sense, and I’d say it definitely represents the peak of the series’ accomplishments heretofore. Playing it has helped inspire me to work on my own stuff, which is very rare for a game these days; I’m looking forward to experiencing the rest of it over the next few weeks.

04032020

Implemented functionality for inspect mode, and reconfigured the backend for item descriptions allowing for more variations (all descriptions are now initialised in the object’s Create event, whereas previously they were all initialised in a single script that made variations very difficult to implement due to the finnicky nature of the choose event – or perhaps more accurately my inability to work through basic logical operations). No visual effects have been added yet beyond a special cursor upon hovering over certain objects that display text so I’ll have to figure something, if anything, out tomorrow. Once I get that done, system UI will basically be completely done (excluding any additional extraneous elements I may decide to add later), meaning I can finally get back to work on interactive objects within the outpost.

03032020

Worked mostly on interface stuff today: added a new font (Perfect DOS VGA 437) for the satellite overlay, improved the visual effects for opening and closing UI windows, and fully implemented the Information window, which lists all the controls for the game and refers the player to the manual (which I have yet to write). I didn’t make as much progress as I hoped but I definitely still made some regardless so I’m satisfied overall. 

It only dawned on me today – in the physical sense, that is – just how much time I spend in front of my computer (let alone in front of a screen in general). I came to this realisation this evening after looking away from my computer after working for a while only to feel my eyes burning. Nearly every day for the past month I’ve been on my computer I reckon 95% of the day, from the moment I wake to the moment I go to sleep. I have a feeling that’s definitely not good for me on any timeline, to put it lightly; I should start taking steps to remedy that, starting with developing and recommitting to a stricter work schedule. That first requires me to start getting to sleep and waking up at better times, though…

02032020

Didn’t end up working on the inspect feature today, but I did manage to finish up a few major promotional graphics that I’ve been putting off for a while. I woke up pretty late into the afternoon after working late last night but managed to work consistently for the next six hours without feeling distracted so today ended up feeling pretty productive despite the unideal start. I felt a bit calmer and more positive today as a direct result.

01032020

Not a great start to the month; just worked on a single UI panel for most of the afternoon, but couldn’t even bother to really finish it. I’ll get it done by tomorrow and then start getting to work on the observation/inspection mechanic. I don’t imagine it’ll be too difficult to implement mechanically as a lot of the foundation has already been built but I do want to investigate the possibility of some additional visual effects for it (ie unique cursor, object highlighting).