Monday, 30 December 2024

Cosplaying Catgirl Characters Complete

Monsters Loot Swag; Final Playable Character

 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! 

Happy New Year!

 

Saturday, 30 November 2024

New Playable Character STARSHIP

 

New Playable Character STARSHIP brings the 1950s sci-fi vibe

Monsters Loot Swag got a new update on Steam, with the seventh playable character - and third unlockable - STARSHIP, who arrives with a cheesy 1950s sci-fi vibe. Duck Dodgers eat your heart out.

Starship is a high mobility and range-based character, and the only Monsters Loot Swag character who can truly run-and-gun without needing to slow down and aim to shoot.

And here she is in action.


And whilst we're talking about sci-fi cheese ... feel free to sing-a-long with ex-Pan's People cum Hot Gossip dancers, which I had on 45 speed vinyl ... which was a thing when I was a kid. I pity the younglings these days who will never know such joys as Gen-X took for granted.


 They don't make them like that anymore ...

Lord and Protector Gaben released a new Steamworks SDK build, which streamlined how player stats and achievements were obtained by the game app, with all player statistics now loading via the Steam Client before the game is even launched. Naturally thsi broke all my code which communicated with Valve's servers, so that had to be fixed ... especially for Airship Dragoon which meant hunting through C++ which I had written over 10 years ago ... whew lad.

10 years later and Airship Dragoon has achieved "Mostly Positive" reviews

And it wouldn't be a devblog without complaining about the weather! Err Nerr Snerr!


It didn't last long, just long enough for me to almost go arse-over-tit on an icy path, before a tropical storm came in and rained winter off again.

Monsters Loot Swag and Airship Dragoon are both on sale in the Steam Autumn Sale right now.

Next up, probably the final playable character for Monsters Loot Swag, after which I only have the last level to make and a few extra bits to tidy up before full release next year.

Thursday, 31 October 2024

Many Many Things

Homegrown Pumpkins vs Big Pumpkin Corporation

Many things have happened this month, many, many things ... however I cannot remember most of them. Not the most auspicious start to the monthly devblog is it?

Monsters Loot Swag got another update on Steam.

Many of those many things are maths, and I'm certain non of them were helped by my filter coffee machine going the way of the dodo. Naturally it waited until it was a year out of warranty befoer it decided to pine for the fjords, but pine it did. The light was came on but nothing useful happened, a feeling which I can relate to.

The Median Between 2 Vectors
 I had spent a good week fighting maths, wondering why I was seemingly receiving a torrent of gibberish - when I realized that I had forgotten to normalize the first returning vector. Rookie mistake, but with that out of the way I suddenly found more of them, and some of those had been lying in my older code for some time ... like the one were the formula was clearly missing half of the maths that the code comment was describing. Needless to say, everything that ended up being based off this function was gibberish but I just hadn't noticed ...

Eventually I managed to get the AI to try and surround the player and attack from the sides. This still led to a lot of wild swinging of swords which meant rather a lot of whacking their own team mates. They do not fully envelop the player, but at least make a decent attempt at out numbering for multiple attack directions. I might end up making the combat a little like Sleeping Dogs, where the player is attacked in a quick but orderly manner rather than the current free for all. I speeded up the thought process of the AI after I made the test video below.


I've also hammered a good 200 hours of play in Kingdom Come Deliverance, which I bought some time ago. The graphics are nice, the forests really well made, the dialog is witty and the first person melee combat autistic and janky - but I have had a lot of fun as a Cuman bowman riding around on a horse and nailing arrows into folks.

It's that time of the year again!

I bought 2 supermarket pumpkins, as the homegrown variety didn't quite get big enough to scoop out. I got a kilo of vegetable flesh from each one, so 2 kilos for 3 quids worth of pumpkin, now bagged up and in the freezer ... where I found some bags of last year's pumpkin ...

Anyhow, here's the WORLD DEBT CLOCK - don't have nightmares!