okay let's do this
things, as always, are incredibly hectic and stressful, because have you seen the world lately, but the only way to do something is to do something, so
the two-week projects continue to be very erratic, but i have (kind of) done some lately.
october 15-31 i worked on a prototype 'dungeon core' game that i never really got very far with -- what i have is up here & it was mostly editing & refining the javascript map system i coded up in some prior projects. a lot of it ended up being UI coding.
november i decided i was going to do nanowrimo. at first i was gonna try to write it all for 'a night at the gold saucer', which is a kind of goofy faux-rpg ff7 fangame that has about 50k words of content in it now. it had around 35k at the start of november, and i hit the nanowrimo goals steadily for the first week before abruptly collapsing from ennui since it turns out i'm not actually internally-motivated to work on a dumb ff7 fangame.
(really the game is a joke? not in like a denigrating way, just, it's very funny to think about a lit-rpg porn game, & my issue was basically that okay sure funny joke but i don't want to actually flesh that out into an 80k game or w/e. i might come back to it at some later date since there's a decent amount of stuff there, but tbh given the copyright issues and my inability to host it on ao3 make me less likely to finish it, since... uh porn is having a rough time on the internet these days, much less porn that contains scary taboos + copyright-infringing content.)
so after that i dug up 'the new hive' and started working on the 1.1 patch again. i made a patreon post about it + posted a patreon-only demo with the added stuff. as usual progress is kind of slow, in part because even though i only have like, five sex scenes before it's "done", there's such a huge list of things i'd like to fix+add that it's kind of paralyzing. ultimately i gotta pick some stuff to finish and then finish it, but that's a little challenging to actually do.
anyway so september 15-30 i actually started working on haskell game projects again for a bit -- one of my _actual_ two-week game projects was a total stripping-down of my game code that, among other things, removed my FRP setup. i wrote some things about it in my game dev log when i tried to port that code back over to the big project, which was mostly just a frustrating mess since that required totally rewriting a huge chunk of code, & i never really did figure it out. so this november while doing all that writing i also started picking at rewriting my forms code only without the FRP structure, and after a bunch of rewriting i got the absolute rudiments working. no clue if anything will come out of that, but it's nice to have a more solid foundation to work on things in haskell.
these days i've been wanting to work on a bigger project, but it's kinda hard to square that with how working on any specific project just makes me feel bad with how unfinished it is. i tend to have a pretty glacial rate for projects, in part because it's difficult to actually work on a thing steadily in a way that has any visible result, and recently it seems like i've hit this point of like, frenetically rewriting code (see above re: forms) while still making very little external progress. part of that is just the nature of writing code -- it turns out that, yeah, there's an enormous amount of code you have to write to do anything -- but part is definitely the bad habit of restarting projects, or spreading energy out over a dozen different things, or not working on anything for weeks and then feeling like it must be very difficult to do since after all you haven't made any progress in weeks, etc.
well, that's where i'm at right now. we'll see how things are in two weeks, i guess.
things, as always, are incredibly hectic and stressful, because have you seen the world lately, but the only way to do something is to do something, so
the two-week projects continue to be very erratic, but i have (kind of) done some lately.
october 15-31 i worked on a prototype 'dungeon core' game that i never really got very far with -- what i have is up here & it was mostly editing & refining the javascript map system i coded up in some prior projects. a lot of it ended up being UI coding.
november i decided i was going to do nanowrimo. at first i was gonna try to write it all for 'a night at the gold saucer', which is a kind of goofy faux-rpg ff7 fangame that has about 50k words of content in it now. it had around 35k at the start of november, and i hit the nanowrimo goals steadily for the first week before abruptly collapsing from ennui since it turns out i'm not actually internally-motivated to work on a dumb ff7 fangame.
(really the game is a joke? not in like a denigrating way, just, it's very funny to think about a lit-rpg porn game, & my issue was basically that okay sure funny joke but i don't want to actually flesh that out into an 80k game or w/e. i might come back to it at some later date since there's a decent amount of stuff there, but tbh given the copyright issues and my inability to host it on ao3 make me less likely to finish it, since... uh porn is having a rough time on the internet these days, much less porn that contains scary taboos + copyright-infringing content.)
so after that i dug up 'the new hive' and started working on the 1.1 patch again. i made a patreon post about it + posted a patreon-only demo with the added stuff. as usual progress is kind of slow, in part because even though i only have like, five sex scenes before it's "done", there's such a huge list of things i'd like to fix+add that it's kind of paralyzing. ultimately i gotta pick some stuff to finish and then finish it, but that's a little challenging to actually do.
anyway so september 15-30 i actually started working on haskell game projects again for a bit -- one of my _actual_ two-week game projects was a total stripping-down of my game code that, among other things, removed my FRP setup. i wrote some things about it in my game dev log when i tried to port that code back over to the big project, which was mostly just a frustrating mess since that required totally rewriting a huge chunk of code, & i never really did figure it out. so this november while doing all that writing i also started picking at rewriting my forms code only without the FRP structure, and after a bunch of rewriting i got the absolute rudiments working. no clue if anything will come out of that, but it's nice to have a more solid foundation to work on things in haskell.
these days i've been wanting to work on a bigger project, but it's kinda hard to square that with how working on any specific project just makes me feel bad with how unfinished it is. i tend to have a pretty glacial rate for projects, in part because it's difficult to actually work on a thing steadily in a way that has any visible result, and recently it seems like i've hit this point of like, frenetically rewriting code (see above re: forms) while still making very little external progress. part of that is just the nature of writing code -- it turns out that, yeah, there's an enormous amount of code you have to write to do anything -- but part is definitely the bad habit of restarting projects, or spreading energy out over a dozen different things, or not working on anything for weeks and then feeling like it must be very difficult to do since after all you haven't made any progress in weeks, etc.
well, that's where i'm at right now. we'll see how things are in two weeks, i guess.