I was able to work some this weekend again and was able to have about 10 hours to work straight uninterrupted yesterday. Things are looking good this week!
Time to share what I've been cooking up!
I thought making 3 additions to Keystroke last week was impressive so imagine FOUR! Not only does Aaliyah, a minor crowd favorite from Neon Nights return, but we have the very first level 2 experience reward!
I'm also excited to announce that these aren't just things I'm hoping to release this Funday Friday, they are done already!
Shifting gears to the content that I'm still working on, Trials of the Succubi gets even more Gabbie Corruption that branches off from the recent commission! Latex lovers can rejoice (along with the foot fans of the world) as she embraces her new world and desires.
I'm shooting to have the entire chunk finished this week but I'll at least release a partial if I have to.

The Orc Fortress work on Fall of Haven continues! This act is just as complicated if not more so to code than the dungeon was so it is taking me forever. It's also looking like a new enemy type code and art won't be done in time this week but I'll be happy to add it when it's ready.
Sadly, on Monday I discovered that when I changed the movement from pathfinding about 2 months ago, that it caused impassible walls to be passible. After hours and hours of trying to fix it I have a spaghetti code version up and running but it still is flawed.
Considering these new orc walls and barriers need to utilize this code, it has made their implementation quite difficult. I wanted to share a quick step by step of what I was trying to pull off.
1. Player is in front of wall. Player drawn in front of wall perspective. It should stop player from flying onto the wall.
2. Player goes through the gatehouse/trapdoor and appears on top of the wall.
3. Player drawn in front of wall perspective. Can fly down past the wall barrier now.
4. Player now down and wall drawn in front of player for perspective (along with everything else attached to the wall like flags, trapdoors, enemies, etc.). Player cannot fly back onto the wall.

This is the current code to do just what I described without lagging everything after tons of failed attempts. This is just one example I wanted to share of the kind of stuff you never think of when you have these levels planned!
I could make a ton of impassible terrain to not have to bother with perspective shifts but I wanted the world to feel far more real and really open up the space for exploration instead of running into invisible walls.
I'm pressing on and am eager to get the first version out to everyone. There should even be a new boss should you complete it!
indyc
2025-05-08 14:07:33 +0000 UTCMrBaffle
2025-05-08 01:53:46 +0000 UTCindyc
2025-05-07 18:41:47 +0000 UTCAaron Gallagher
2025-05-07 17:59:55 +0000 UTC