Weekly Happenings -- Week 28
5 years ago
I decided that I should communicate a little more about what I've been up to. I'll be posting a journal at the end of every week (i.e. on Sunday) to recap what's been going on.
The biggest thing I've been up to is a rewrite of Feast. This is a complete replacement of the old game (it's not going anywhere, though!). I was pretty unhappy with the old one for a few reasons:
- The code itself was an unmaintainable mess. A lot of stuff was duplicated unnecessarily, which was partially because...
- Everything was done custom. Each enemy's actions were done individually, because...
- What structure I did have wasn't flexible enough. The game had "combat" and "eaten" states, but they wound up being too annoying to use
All of this together meant that it was turning into more of a text adventure, where every enemy behaved distinctly from every other enemy, and nothing was consistent. That was actually my motivation to go on and make Satiate, which is a text adventure engine.
The rewrite is looking a lot nicer. I learned Typescript, which provides much better organization of my code (if I do something wrong, it actually tells me, rather than just letting me find out at runtime!). I'm also using Vue for the UI, which has made things a lot faster to develop.
So far, I've mostly been working on the combat system. An important concept I've enforced is that there's nothing special about the player -- in the old Feast, only you had a stomach, for example; everyone else just had special combat actions that depicted you being eaten. Now, everyone is symmetric; the player is just whoever's designated as being described in first person.
Next up will be some more vore mechanics, along with a system for moving around the world. I'm thinking of doing compass-rose navigation within locations, and a map for fast-travelling between locations. Not sure how much I'll be doing in the way of quests, story, and so forth, but there's lots of room for growth.
If you want to follow development, join the Discord server!
Beyond that, I've got some audio for animations in the works. I'll probably post links to that stuff next week.
I'm taking a break from Macrovision at the moment. I'll be adding more folks once I've recovered a bit from doing 685 people! I'm pretty happy with where it's standing right now -- there are some UI tweaks that need to happen, and I want to add some more features, like an entity search.
Overall, though, I'd say it's basically at v1.0.
The biggest thing I've been up to is a rewrite of Feast. This is a complete replacement of the old game (it's not going anywhere, though!). I was pretty unhappy with the old one for a few reasons:
- The code itself was an unmaintainable mess. A lot of stuff was duplicated unnecessarily, which was partially because...
- Everything was done custom. Each enemy's actions were done individually, because...
- What structure I did have wasn't flexible enough. The game had "combat" and "eaten" states, but they wound up being too annoying to use
All of this together meant that it was turning into more of a text adventure, where every enemy behaved distinctly from every other enemy, and nothing was consistent. That was actually my motivation to go on and make Satiate, which is a text adventure engine.
The rewrite is looking a lot nicer. I learned Typescript, which provides much better organization of my code (if I do something wrong, it actually tells me, rather than just letting me find out at runtime!). I'm also using Vue for the UI, which has made things a lot faster to develop.
So far, I've mostly been working on the combat system. An important concept I've enforced is that there's nothing special about the player -- in the old Feast, only you had a stomach, for example; everyone else just had special combat actions that depicted you being eaten. Now, everyone is symmetric; the player is just whoever's designated as being described in first person.
Next up will be some more vore mechanics, along with a system for moving around the world. I'm thinking of doing compass-rose navigation within locations, and a map for fast-travelling between locations. Not sure how much I'll be doing in the way of quests, story, and so forth, but there's lots of room for growth.
If you want to follow development, join the Discord server!
Beyond that, I've got some audio for animations in the works. I'll probably post links to that stuff next week.
I'm taking a break from Macrovision at the moment. I'll be adding more folks once I've recovered a bit from doing 685 people! I'm pretty happy with where it's standing right now -- there are some UI tweaks that need to happen, and I want to add some more features, like an entity search.
Overall, though, I'd say it's basically at v1.0.

kuroodod
~kuroodod
Very nice! Thanks for the update ^^