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  • Aug. 20th, 2016
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game,
    • process
    posted @ 01:33 am

    oh yeah and the hell game status is i'm on ganzer worker + son of hamar-tabal; all the others are marked up and coded up, though not, like, in any form that would currently compile.

    that being said i've come to some body-construction decisions that might mean revisiting a few of the naga branches to allow for cloaca-fucking in the place of ass-fucking. as always this is an evolving project and i find that i keep ending up constructing FURTHER TOOLS that will let me more easily structure these prose blocks.

    i mean, hopefully. i can't wait to look back a year from now and go "ew these are the first scenes so that means they're coded in this terrible mishmash, much different from the WELL-STRUCTURED SYSTEM I USE NOW". first step: figure out that well-structured system i guess.

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  • Aug. 17th, 2016
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game,
    • process
    posted @ 02:47 am

    oh yeah and in hell game news i finished faux-coding up the flame demon and lesser hellhound scenes. on to the big three of clay man / ganzer worker / son of hamar-tabal, all of which have missing scenes or scenes that need to be repositioned.

    i'm probably gonna make a "boring posts" annex on the hell game site to post these kinds of things going forward.

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  • Aug. 13th, 2016
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game,
    • process
    posted @ 08:57 pm

    the big hell game update, dropping MOMENTARILY, is that now people can comment on hell game news posts. this might be a huge mistake but i guess we'll find out!!

    also right now i can only moderate via directly updating the database, which also might be a huge mistake. i mean, we'll... we'll see. putting together an admin panel is on the to-do list, though how far up depends on how much administration i need to do

    also i think this might spell an end to the hell game posts HERE, since like... now i can just make hell game posts there? so now i could just see if i feel like posting here regularly. that would be nice.

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  • Aug. 9th, 2016
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game,
    • process
    posted @ 01:20 am

    okay i missed the past HELL GAME UPDATE POST but uh i was still working on it. currently the gargoyle and dryad scenes are mostly written, though as far as code goes they're a huge mess. i've started on the flame demon scene, though i'll still need to finalize the gargoyle & dryad scenes. i only realized today that i'm missing TWO HEAD mentions, though like... it's always a question of how in-depth do i want to make these branches. should i just add "left" to all mentions of a specific head and call it a day, or does this call for actually rewriting chunks of any makeout/bj scenes? IDK.

    i kinda had the idea to write some kind of scene editor, presumably as some hellish mash of javascript + haskell w/ parsec & template haskell. and that might be useful but it would probably be a big undertaking. so maybe for the mean time i'll just keep writing scenes the old-fashioned way.

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  • Aug. 5th, 2016
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game,
    • process
    posted @ 02:21 am

    whoops today i only worked on hell game for a half-hour. in my defense i did a bunch of other stuff

    anyway i rewrote the hamar-tabal fisting scene to happen BEFORE you utterly wreck his asshole, in part of what's going to be an attempt to clean up the scene flowchart. also, yesterday i worked on... outlining the ganzer worker scene, i think? so now all of them save hamar-tabal have been outlined, and the sobek scene is fully complete. or... mostly fully complete.

    tomorrow i'm gonna post to the patreon about this and i guess also, idk, link this blog from there? or maybe make a managed community where only i can post and then just post all the status update posts there and leave this journal for more personal posts, w/e. getting status updates every other day might be a little too much but i probably shouldn't leave them as, like, biweekly either.

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  • Aug. 3rd, 2016
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game,
    • process
    posted @ 01:10 am

    hell game status: worked on it today & yesterday; outlined the hellhound scenes for stage 2 variation, and also wrote a separate branch for the oral scene. also outlined the clay man scene for same, and wrote three of the five missing slithering scenes.

    i've been working on these encounters from shortest to longest, and also the clay man + ganzer worker scenes are missing some fairly large chunks for snakes, so... i really blew through the shorter events, but the longer ones take proportionally more effort.

    also at this point i'm probably gonna have to code up some rejection scenes specifically for "doesn't have a dick", which i don't like but also i don't really want to write... i mean i guess i _could_ write fisting scenes for everybody? well, everybody with arms.

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  • Aug. 1st, 2016
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game,
    • process
    posted @ 12:01 am

    and i guess, trying to get back into STEADILY WORKING: i did today's hell game work; this was tagging up the rest of the scenes for various body configurations. this was a first-pass for the flame demon, gargoyle, and dryad scenes, just noting which bits of prose reference to bodyparts that should be made parametric.

    the goal here is "stage 2 scenes + maybe a few bonus scenes for a few encounters"; the metagoal is "start steadilydoing the 1hr work a day on hell game". let's see how that goes.

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  • Jun. 28th, 2016
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game,
    • process
    posted @ 02:55 am

    hell game status:

    • finished the sobek sheut scene
    • finished the son of hamar-tabal scene

    this leaves THREE to finish. getting there!!

    also i did a bunch of fiddly testing and tweaking. i finally fixed the map centering bug that's been an issue since forever; i changed around some of the layout to hopefully make it better. i fixed some description bugs. etc.

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  • Jun. 21st, 2016
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game,
    • process
    posted @ 02:46 am

    hell game status:

    • wrote the hellhound floating head/orb scenes, and coded up the oral sex scenes
      • this makes the hellhound 100% complete @ stage 1!
    • marked up the flame demon mounting scene, and wrote some closing dialog
      • this makes the flame demon 100% complete @ stage 1!!
    • wrote some aftermath dialog scenes for the dryad, filled out a few pc parametricity spots, and marked it up in a bunch of places to have dryad parametricity, since they come in "rose-blossom head w/ thorny body hair" and "tree dryad w/ huge clawed tree-root stumps for hands and feet" varieties, and that ends up coming up a lot. there are almost certainly still some places that could use a little extra tweaking
      • this makes the dryad 100% complete @ stage 1!!!

    so that's nice. there's still a chunk of stuff remaining -- i realized while i was putting this together that i've been mentally miscounting the number of encounters in my head; i had been thinking "six, or seven if you count the sahagin" when it's actually "eight, or nine if you count the sahagin". so slightly less than halfway there. i mean, all the other encounters are i think mostly done, so in actuality it's much more than that. but in terms of events that are completely ready to be played through, it's just those three.

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  • Jun. 19th, 2016
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    • Current Music: Major Lazer & MOTi - Boom (Feat. Ty Dolla $ign, Wizkid, & Kranium)
    Tags:
    • hell game,
    • process
    posted @ 01:53 am

    hell game status:

    • uhhh i should really start keeping a running tally of what i've worked on since the last post
    • finally outlined the hamar-tabal scene, which basically just told me that the event is done save for one or two interstitial scenes that i then wrote
    • i think i wrote another naga/slithering scene for an event?
    • i wrote part of another clay man cumflation/clayflation scene
    • i finished up both the "fuck his face" and "blow him" ganzer worker scenes

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  • Jun. 12th, 2016
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    • Current Music: Major Lazer - Light It Up (feat. Nyla & Fuse ODG)
    Tags:
    • hell game,
    • process
    posted @ 01:24 am

    the hell game state:

    • i upgraded my ghc version to 7.10 and updated the hell game code to match! this is gonna make syncing with the production server way easier
    • i wrote some javascript code to handle a new atomic action i realized would be useful ('fauxchoice', like a choice prompt but you only have one option, and it just pauses the event execution until you pick the option. it's useful for things like ">> well bye" where the followup is really short)
    • also i marked up uhhhh the flame demon biped/naga/slithering "ride his dick" sex scene

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  • Jun. 9th, 2016
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game,
    • process
    posted @ 12:14 am

    uhhh i kinda let my schedule get THROWN OFF TRACK so let's see what i've done the past few days.

    (this is complicated by how i haven't been tracking what i've done with hell game, just what i have left to do)

    • branching in the oral scene for hellhounds, so now the only thing left is the floating head and floating orb special cases
    • wrote the sex scene for the sobek sheuts (everything except for the slithering version at least)
    • wrote the jerk-off ending for fucking a gargoyle, though it still needs branching
    • marked up about half of the flame demon "riding his dick" sex scene for nagas and slithering; i should probably do the rest of that tonight
    • also some other things? i think i did some other things too

    i guess i just gotta keep at it!! like, i've been trying to work on hell game for an hour a day, which... does not sound like a lot. but it definitely adds up. i mean, i've been straining to work on it for months and months and here i am not even a month into the "just sit down and work on it for some timed periods" attempt and i've written... i'm pretty sure more than half of the encounter content for the demo? so that basically puts a maximal date for when i'll be done with the demo events at this pace, and that's "the end of june". but, i mean, i'd still like to finish before then.

    oh yeah and it's my birthday today (yesterday). i kept my phone off the entire day to avoid getting any happy birthday calls.

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  • Jun. 3rd, 2016
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game,
    • process
    posted @ 06:35 pm

    hell game status:

    i went and coded up parts of the scenes i'd written, including nearly all of the hellhound scene (it just needs some branching in the oral scene and a special fucking-a-floating-orb scene and then it's 100% done), and also including actually marking up the ganzer worker event flowchart. also i finished that clay man clay inflation scene (only two more variants of that to go; i don't know how much of it is gonna be remixes of the one scene i've written already)

    the goal is to... i guess get a few more scenes done? i'd like to have most of it / maybe even all of it done before my birthday but maybe that's a little too ambitious given my current pace.

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  • Jun. 1st, 2016
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game,
    • process
    posted @ 02:44 am

    hell game status: i actually coded up large chunks of the stuff i've been writing these past few days. that means:

    • hellhound anal scenes w/ knot/comeshot variations (the oral scene still needs parametricity written, so it's not coded in yet)
    • ganzer worker event flowchart + ganzer worker opening dialog / blowjobs / fucking its cloaca
    • clay man makeouts (posted here yesterday)

    this is gonna help writing the remaining scenes, since it's a bit more codified just what scenes are Written vs. Unwritten. it doesn't help that much with the scenes i've written and coded as having insufficient parametricity though; i'm anticipating a lot of "hey this sex scene doesn't make sense as a naga" bug reports when i put this all out.

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  • May. 30th, 2016
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game,
    • process
    posted @ 12:40 am

    hell game update: i wrote some of the ganzer worker scenes.

    that's uh about it. i mean, that's a fair chunk of text, but it's all in that category.

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  • May. 28th, 2016
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game,
    • process
    posted @ 01:34 am

    hell game status update: yesterday i didn't write anything since i was busy doing rl stuff, but today i finished most of the rest of the hellhound scenes (it just needs some tweaks for snake form or floating head form and a brief alternate scene if yr a floating orb, as well as turning the sketched-out intro into an actual intro) and outlined the ganzer worker encounter.

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  • May. 11th, 2016
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • process
    posted @ 12:11 am

    doot doot today i fixed some css issues w/ hell game and also wrote up / coded in an actual chunk of sex scene.

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  • Apr. 11th, 2016
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game,
    • process
    posted @ 12:57 am

    TODAY I: deployed hell game to my server!! partially. it's still not daemonized, but i can probably work out how to do that from what i got now. the main issue at this point is just that i'm compiling it on the dev machine w/ a completely different ghc / libs version than what i have on the fresh install on the server, and so at some point i'll need to, uh, dist-upgrade my machine probably? so the versions and syncronized between computers. that's gonna be a treat.

    basically hell game is slowly creeping into alpha from pre-alpha, and that's super neat. very soon now it'll be for-real feature complete, and at that point the only thing left will be, 100%, for-real, to write content. (and fix bugs and work on usability stuff, i guess)

    ALSO i need to work on the color scheme since the tyrian-and-eggshell of the front page has gotten boring and the actual game is still in mockup white and grey. cmon gimmie some colors.

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  • Apr. 7th, 2016
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • process
    posted @ 01:09 am

    oh yeah and today i coded up one of the shops i wrote the opening/dialog for yesterday. the kind of... content reel for HELL GAME DEMO i hope to have is basically just: some sex scenes, and then enough supporting material -- events to get items, events to get nodes, events to buy nodes with items -- to be an actual kind of "play experience", even if most everything is gonna be static.

    so anyway that requires some shops and misc. dialog and stuff like that. that's much easier to work on than digging into the sex scenes.

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  • Apr. 1st, 2016
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    • Current Music: Iron & Wine - The Trapeze Swinger
    Tags:
    • hell game,
    • process
    posted @ 08:38 pm

    here's some stuff i did wrt hell game in the past week or so. just yknow for the record.

    • redid a bunch of the css, including fixing some really annoying interface glitches
    • improved map generation very slightly
    • hooked up the new description code, & actually fleshed it out to the point where it can generate a handful of decent-sounding descriptions
    • finished writing the json api for game events, fixed the json-decoding code, and hooked all of that into actual events as they're run in the game
    • gave the pc a node inventory to store any spare bodyparts
    • hooked up the body editor to the game for real (& streamlined the javascript to work the editor a lot)
    • finalized shops/alchemy & set it up so you can do things like buy items w/ other items, or upgrade nodes w/ items (previously you could only buy body nodes, and you could only buy them with items. now there's a polymorphism hack.)
    • also it feels silly to put bug fixes for the above in a separate item, but also i debugged a bunch of those things and fixed up some weird issues that didn't work at first.


    some other weird issues still remain, but, well, that's code for you.

    most of this was done b/c i wanted to procrastinate more wrt actually writing events, but, hey, that's still all work that needed to be done. plus, now i can write events that i can actually play! that's progress.

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