Hollólány The Final Boss of Monsters Loot Swag, and this isn't even her final form
Monsters Loot Swag is gameplay complete. All the levels and the level bosses, and the playerable cosplaying catgirl characters are finished. All that remains is some rebranding for release - which is planned for April now, so as not to clash with the Steam Spring Sale - and make an intro and outro sequence with PLOT!
Currently I am finishing off the Souvenir Screen. Souvenirs are now coded and modeled, they are a collectable item dropped by Level Bosses with an RNG modifier based on level progress and game difficulty. Each level Souvenir collected, unlocks an item in the Souvenir Screen, in the "Stats And Achievements" section. With Souvenirs now available, the final Achievements can also now be unlocked.
Work In Progress - The Souvenir Collection Screen, currently devoid of Souvenirs
The Souvenir Collection Screen artwork will also feature as the basis for rebranding of the game box art and packages, as it is more in keeping with the 2D art style used throughout the game for characters, whether playable or enemies.
Once this artwork is complete, all that will remain is for an intro sequence to explain why there are monsters, loot and swag - and a game complete outro sequence when (if) the player finally emerges victorious. This will all be done in the same 2D art style that appears throughout the game, and will be displayed as semi-animated storyboarding.
Behold the tiniest amount of frogspawn
In other news, frogs have arrived! I was wondering where the frogs had got to considering that they were 13 days overdue from last year's arrival time. Well, someone has turned up, and deposited the smallest clump of frogspawn which I have ever seen. And now it has ice on it because the nights have reverted to freezing clear skies, so I'm not expecting to see any more frogs in the next week, but hopefully normal service will be resumed shortly and there will be more tapioca pudding than pond.
🎵 In the year 2525 ... if man is still alive ... 🎵
Well I feel barely alive in the year 2025 ... mostly due to having come down with the lurgy ... or the space lizards frying my brain with their invisible doom ray - sometimes it's hard to tell the difference. Fun Fact: I met the guy who did the intro to that song and my dad jammed with him a few times.
Work to complete Monsters Loot Swag continues in earnest. With all of the cosplaying catgirl characters that the player can unlock and control now compelte, it all comes down to designing the final level and final level boss.
For the last map I've gone for a HR Giger / Z Beskinski surealist horror aesthetic. This has required me to make a lot of custom textures, which have been taking up the greatest part of this, the first month of the year. After a while I found my eyes going funny looking at all this stuff.
The Final Countdown With The Final Level
All the rank and file enemies for the final level were designed some time ago, and naturally there will be tentacles, for, as we all know, tentacles are the natural predator of overly excitable catgirls. Once the final level is complete I need to make the level boss and then just a bit more 2D artwork for the randomized "souvenir" system which is already in place and comes with three whole Steam Achievements.
After that I think I'll do a little rebranding of the Steam capsules with some new artwork.
And then it's shipping, come hell or high water.
Early Access has been somewhat disappointing without a single useful crash report in the forums, but alas I expect this is just the price of being a brokeass non-name indie dev in a literally sea of brokeass no-name indie devs. The most useful thing was when the engine got updated to give me feedback on misnamed script errors, something the script IDE alas doesn't. This helped me fix a fair few wrongly named or non-established local variables, the sort of thing that could and probably did cause crashes.
I still have all my Steam Visibility Rounds available for full release, so we will see if that helps boost eyes on at final release time. I remember it working quite well for Airship Dragoon but that was 10 years ago with considerably less released products jostling for attention. Anyhow, we won't know until we launch.
So next game ... how to get eyes on game at release? Early Access gets drowned out so I'm thinking maybe an open beta? Just let folks actually have a play around with a basic but working build and see if they fancy wishlisting it? Well it's a thought, and I don't have any others that cost zero dollars, so we'll probably go down that route.
January is over already, that's like 8 percent of the year gone, which is about as horrifying as it already being Space Year 2025.
Anyhow, back to going googly eyed with Gigeresque texturing ... 🥴
As the year 2024 comes to completion, so has the list of playable characters for Monsters Loot Swag. Schiavona is the 8th playable cosplaying catgirl character and fourth and final character who has to be unlocked via achievements. She is a close range, melee based character, with fairly average physical statistics, but is very heavy on inflicting damage.
Cue video of her in action:
All that remains for work to complete the development of Monsters Loot Swag, is now the final level with boss character, and few art related pieces such as an intro containing plot, as if 8 playable cosplaying catgirls battling 8 waifu level bosses needs such flippery as plot!
Airship Dragoon has been on Steam for 10 years
Airship Dragoon got two updates at the beginning of December, the first was due to a new Steamworks SDK which had broken some of the 10 year old code for Steam integration, and the second was because, whilst testing the first update on Steam to make sure it actually worked ... I found a bug from 12 years ago ...
Thankfully, 12 years ago me ... who may still have been in his late 30s ... had left a code comment incase something happened that was not supposed to happen - and during this test of the new Steamworks code ... it happened.
The ancient code comment made it relatively simple to track the "something happened that was not supposed to happen" down to a specific function were pathfinding was sent if it completely failed - something so rare I had never had it happen, not anyone report it in the last decade, but I had not added an escape of any kind to this failure state, and so quickly scripted an emergency "move elsewere" command, so not to get stuck.
Rounding out the year work-wise, I finally filed my tax return with His Majesty's Robbers And Crooks (HMRC), something which the gubbermint has gone out of their way to make ever increasingly difficult. Their oh-so-helpful system active attempts to stop me from paying them money and every year I send feedback telling them that their crappy website has been broken for the last 7+ years and tell them how to fix it, every single year.
I ran out of characters typing into the complaint box
For 7+ years they have not done this
As it's Decemeber, and the time of eat, drink and get indegestion, I bought the biggest steak at a reasonable price that I could get.
Hello Vitamin B12!
Suitable Protective Clothing For Roasting Such A Beast
Went For Medium-Rare For Fear Of Some Folks Freaking Out If It Was Still "Bloody As Hell"
As Monsters Loot Swag comes to the end of it's development cycle, I naturally have one eye on the next project. Previously I had posted some of my test work on a third-person melee combat system. As my previous two projects have taken so long, I had been wondering about how best to make a short form game that could be expanded on if it received due interest from players.
I noticed that there had been quite a lot of complaints on the new Stalker game, about how it's open world design had broken it's previous a-life simulation, and I thought that maybe going down that route could be interesting - both in gameplay but also in coding the concept.
So, something along the lines of a 4km square map (not too big), with bands of enemy warriors from different areas or periods (Saxon, Norse, Magyar, Venetian, Chivalric, Landsknecht, etc) wandering about, picking fights, fleeing greater enemy forces, with a smattering of random loot and treasure chests, maybe some wild life plodding about.
I had a brief test to see the ballpark range of having lots of Ai players visible, having them invisible, not rendering but still having to update physics each engine tick. This was done in debug mode whilst running an IDE so naturally the framerate was terrible, but it did quickly prove what I had suspected, which is rendering 200 skinned meshes is a lot more overhead than just processing the physics for 200 Ai players.
In a player build test without the overhead of debugging, the framerate was 500fps empty, 80fps with 200 characters rendering, and 350fps with 200 characters not rendering but still updating their physics. Not that I would ever consider having 200 Ai players battling it out right in front of the player's camera.
It will be interesting to see what sort of load I put on my processor and gpu if I remove the Ai players when they are nowhere near the player and turn them into scriptable objects who would then approximate their actions using RNG as they move around the map, out of the player/client camera fustrum and view range.
Anyhow, that is all for a later date. I hope you have had a Merry Christmas, and here's to Space Year 2025!