Maybe perhaps? Too much? aaaAAA
Here's a big project I've been working on for a few weeks: a phylogenetic tree of everything in Minecraft! It would take ages to explain everything here, so if you want an explaination of any inclusions, exclusions, categorisations or Latin names PLEASE PLEASE PUHLEASE ask me I would love to answer any questions :3
Here's the slides I used to make it since i'm aware the text on the image there is pretty much unreadable.
Reblogs appreciated!
first time I actually manage to catch something I care about online minutes after it was posted. let's go
January and February saw ups and downs in activity, but overall significant progress was made. The start of the year was initially slow due to breaks, but activity picked up slowly. You may have noticed that there were less promotional posts or updates in general during this time, as we were focused on development. Thanks to these efforts, though, we’re fairly optimistic that this will be the final dev log for Chapter 3.
As for me (Stahl) personally, I have not been able to do much this time round as I have been busy (hence lack of public updates), but this time round invaluable progress was made by others in the team.
Quick rundown:
First round of playtesting has been done - This was a very rudimentary one aimed at finding basic bugs
NPCs are now mostly finished, and our writers are now working on flavor text and side writings
Portraits are all done and implemented
Battles have been planned out in more detail
Various organizational changes
Extra writers and RPGMV members have been recruited
The first round of playtesting is complete! This one was rather rudimentary, containing only basic story points. The aim was to test progression and to fix major bugs, both of which we’ve now finished. There are still some major aspects missing, like flavor texts and quests but vital components to main progression like cutscenes and maps are completed and being tested. Hopefully, this round of playtesting should wrap up soon, and more will follow.
There’s still a lot of design decisions to make, mostly regarding seemingly minor aspects of the game that actually take large amounts of resources. A lot of thought must be put into whether these features, like flavor text and shops, are worth the amount of time needed to make them, and if so how much.
Due to this chapter being a real world section and story centric, the remaining gameplay would be left to mostly side quests. This is an interesting challenge, as unlike base Omori, Sunny is not familiar with the city like back in Faraway town, meaning it’s more challenging to find opportunities to give him quests.
As for Reverie specific side content, battles won’t completely be abandoned in the real world. They’ll be taking forms in various challenge battles found throughout the city. For a rough idea, think of the Jackson poster found in Hobbeez from the base game.
Another thing yet to be done are tweaks to previous chapter content. They will mostly affect quality of life, but some will also be major gameplay changes. Here’s some examples of planned changes (not exhaustive):
Picnic allows the player to change difficulty mid game (Trust me, later dream world chapters will feature major difficulty spikes and players may get stuck)
Hit Rates on equipment changed, mostly heavily nerfed. This makes evasion buffs actually relevant (and also, 300% hit rate is just silly).
Some skills entirely changed (e.g. Spaceboy Preserve will change into another Attack skill instead).
In game info to indicate that emotion influences Enemy AI very strongly in reverie compared to base game.
Overall, development on chapter 3 is reaching its later stages, reaching the first round of playtesting. This should hopefully be the last dev log in relation to Chapter 3 development.
As thanks for reading this far, here is a remade portrait of real world Sunny! It’s a bit more softer than the previous one, and the proportion has been improved as well.
It looks like a fucking apocalypse in my city rn. The pics couldn't do this justice ya gotta be there
These little creatures aren't canon to the au, but I've had a "monster headspace" concept for a while and decided to give them references to combat the artblock kicking my ass right now.
So, blorbo posting, plus some 'game mechanic' type things. I think headspace would function like an rpg because Sunny is a massive nerd.
holding them in my hands I think theyre Neat.
going places with my gang
I'm feeling it
"How To Be Anon" (Deluxe Paint IV + Frames from Hito Steyerl's "How Not to Be Seen: A Fucking Didactic Educational .MOV File)
A Buggy Beggining ... 2 ... 3 ... 4 ... 5 ... 6 ... 7 ... 8 ... 9 ... 10 ... 11 ... 12 ... 13 ... 14 ... 15 ... 16 ... 17 ... 18 ... 19 ... 20 ... 21 ... 22 ... 23 ...
24 ... 25 ... 26 ... 27 ... 28 ... 29 ... 30 ... 31 … 32 ... 33 … 34 … 35 … 36 … 37 ... 38 ... 39 ... 40 ... 41 ... 42 ... 43 ... 44 ... 45 ... 46 ... 47 ... 48 ... 49 ... 50 ... 51 ... 52 ... 53 ... 54 ... 55 ... END
Non-Cannon Adventures: Bug Dewi // Crossover // Moth Dust // Ugly // City of Tears // Sam's Adventures // The Hunter // Swordplay // Dewi's Dad in Dirtmouth
All other tagged posts
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"A curious young boy has stumbled across the most unusual bug in his backyard. He soon finds himself in an adventure spanning much more than he could have ever imagined."
This fancomic is based within the Hollow Knight Games, where Humans and Bugs collide!
I know it's been put off for a long time now but I can say without a shadow of a doubt that the 4.8 public demo will be coming soon.
It's been a while since I've talked about it here, and I want to say that no, I did not forget about it. Life has been a struggle juggling my job, depression, and just burnout from stressing myself out with it.
Because of a particular bug that happened to not only me, but someone else in my development server, I wanted to be sure that this bug won't happen to anyone else. So I took it upon myself to go through EVERY existing map and redo what was needed to fix this issue, that being the entire map and all events within it speeding up and making it hard to progress. Doing this has been exhausting trying to pinpoint what exactly needed to be changed, removed, etc. to make sure it doesn't happen to anyone else. Zone 3 in particular being a major roadblock with how much stuff is in it.
I'm now at the end of where I now plan to have the new public demo conclude, so people will finally go beyond what they are used to with one extra area, Chapter 1. Once I'm done with that, I'll hand the game to my friends for playtesting, fix any issues I missed, and release the new build publicly for everyone.
And since I mentioned it, I want to state now that Chapter 1 is heavily unfinished. I was hoping to get it more polished up, but art block and burnout have been a real pain to deal with, so some things feel a bit jank as they are right now. Perhaps when I finally get my planned vision out for it, I'll update the build for everyone. There's also a couple other areas that are a tad bit unfinished, but not enough where it feels weird.
Just wanted to let everyone here know what has been going on lately, and hopefully people are excited(??)
Update on my chess rating. i am now better than 99.99% of chess players on chess.com
i love purple, pink, cats and FL Studio. My stuff: youtube.com/@NXHthemusician
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