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  • Mar. 27th, 2016
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    [personal profile] xax
    Tags:
    • hell game,
    • process
    posted @ 04:01 pm

    today i am (ongoing) working on the actual, y'know, play aspects of HELL GAME. the frontend -- yknow the thing with all the layout and javascript and style stuff -- has been kind of an embarassing mess for a while, so i've been peeling it apart and rewriting css and fixing some positioning bugs. (one of which was: when yr on the map the 'map cursor' is off from your actual cursor by about a tile and a half vertically, which made actually doing anything kind of a problem if you can imagine.)

    while i have this whole EVENT API thing,
    1. i don't have any complete events to test with it and
    2. i never actually hooked up the event api fully to the game code.
    so right now it's like, you try to activate any event and it fetches the event dictionary from wherever it's stored (some of them are clientside but most of them will be serverside b/c of the whole body polymorphism aspect) and then completely ignores the event dictionary and throws you into a generic combat encounter (that also doesn't fully work yet since there's no combat ai). that's still yet-to-fix.

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    • snao: (Default)
      [personal profile] snao
      posted @ 10:18 pm (UTC)

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      I'm surprised there's a server-side element to it! Interesting tho. That'll help reign in the intent a bit?

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    • xax: purple-orange {11/3 knotwork star, pointed down (Default)
      [personal profile] xax
      posted @ 10:53 pm (UTC)

      no subject

      yeah i'd actually kind of prefer there to not be a server-side element, but at this point that's the easiest way forward -- all my description-generation and sex-scene code is in haskell, and rather than rewrite all of it in javascript i figured i could just do that in the backend and then shove the generated prose out client-side.

      (the other thing is i'd like to avoid having the user download a huge chunk of javascript files that are just a bunch of scene text -- i know flexible survival has some serious issues with lag and long load times despite being a text-based game, just because every time you try to do something it has to do some huge amount of parsing through the entire codebase. though i think that might just be due to them using inform specifically, rather than something inherent to javascript.)

      there are haskell-to-javascript transpilers, and the ideal would be to just do that; compile all my haskell into javascript that i can just dump into the game, but... uh i've never used any of them before and right now i'd rather get the game closer to being playable than take on a huge recoding project.

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    • snao: (Default)
      [personal profile] snao
      posted @ 11:09 pm (UTC)

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      I agree with moving it forward and getting it as-done-as-it's-gonna-get first before recoding it.
      I am pretending to know what's happening, but it reminds me of when Planetside2's management ran an optimization pass on the game, but due to the sheer scale of the game and having to re-create optimal versions of all its assets, it put the game in dead water for nearly a year.. and it rapidly shed users when they got bored...

      SO yeah. Keeping it moving forward will maintain YOUR interest, I would imagine!

      I'm actually mostly taking the day off and did some mindless inking and am listening to "The Disaster Artist" on audiobook and wow it's uh. Quite fascinating, to say the least...

      Also saw "The Room" in January for the first time and that was incredible. So yeah. It is the most pop culture thing ever on its face, but wow when you dig a little deeper via Disaster Artist's account of Tommy Wiseau, it's like. Ok, there is something going on that is historically bizarre.

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    • xax: purple-orange {11/3 knotwork star, pointed down (Default)
      [personal profile] xax
      posted @ 05:06 am (UTC)

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      yeah past a certain point... it's real easy to just be like "oh this stuff i made a while back is terrible and i need to redo it", and when you start doing that you basically never finish. so i'm trying to just BARREL THROUGH so i can, y'know, make some progress. it is neat that it's coming close to being a thing i can actually "play" in some sense, though.

      also oh yeah i knew someone who read that and was really into how weird tommy wiseau was. also the part where no one knows how old he is or how he got his millions of dollars that he used to make a movie. it's... an experience.

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    • snao: (Default)
      [personal profile] snao
      posted @ 07:38 am (UTC)

      no subject

      It isn't just WEIRD though, he's emotionally manipulative. Incredibly so.

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