Hey it's Saturday. I was actually out of town for most of the week, so I saved making the update post until I got back.
I did more crystal dragonoid writing, and it's at 14k words -- the major paths are all done, finally! -- but I'll be honest; I spent the vast majority of work this week working on a new map renderer.
The existing map renderer... has been a source of a lot of low-grade anxiety over the time it's been in use. Currently the map generator is set to produce 32x32 maps (~1,000 tiles), and the reason for that is that I tried making 64x64 maps (~4,000 tiles) only for the renderer to choke and lag horribly at that number of tiles. I've always wanted to make considerably larger maps, if only to avoid the "not enough space to put down at least one of every encounter" problem, but the current rendering setup just wasn't fast enough to allow that, and I wasn't really sure how to fix that aside from "totally recode the renderer".
So I guess that's what I'm doing now! I've continued working on that canvas experiment I mentioned, and the latest version is here, if you want to take a look. Among other things, that map is precisely 153,664 tiles large and it renders without any issue! So that's pretty great. I'll continue messing around with it, to get it into something more usable and also nicer-looking. The current map & map tiles just look... bad. CUTTING-EDGE GRAPHICS aren't what people are coming to hell game for, I realize, but the sprites could stand to be something better than a 15-minute scribble.
(uh the scrolling weirdness is something I could easily fix, it's just that I got camera animations working before I finished updating the bounds-checking code to handle animations. That's not going to end up in the actual game. I have only been working on this for two weeks.)
Next week: writing up all the more detailed body-parametricity for the crystal dragonoid encounter, and HOPEFULLY finally finishing it. If that happens, actually making a game update, if not, another week's work. Also continuing to flesh out the new map renderer and drawing more sprites for it.
I really appreciate how this new demo lets me click while zoomed in. The old/current map code sends my clicks to the wrong place if I zoom in.
It Would Be Nice To Get Every Encounter On First Go.
Also I Rejigged The Code A Bit Too Try And Cheat In The Stellar Modifier.
After An Hour I Realised It Isn't Coded Yet So There's A Lol For You.
Hey, i love the game. could you make something with the worms? i mean are u planning something with them or are they just enemies? welp whatever xD Keep up the good work Sir
@Ezra
huh i wasn't even aware that was a kind of bug. given how janky the old positioning code is i guess its not that surprising. glad to hear it'll be fixed, though. :V
@Echa
hah yeah if you dig around you can actually find the body description endpoint and send arbitrary body data to it. unsurprisingly, anything that's impossible to get ingame is either unimplemented or outright broken.
@Ataashi
maybe? the thing is the only sex scenes in hell game are with characters(/monsters) that can talk, and i'm not really sure how "this pile of worms is talking to me" would go. (i think i said somewhere that the worms might turn into some kind of worm-golem, but i'm not really committed to that, idk.) that being said, i'm planning to add '[ICHOR]»infested' nodes at some point, which would change your cumtype to something like 'all full of gross worms', and potentially open up some scene variations with other encounters.