Monday, 31 October 2022

Halloween Horror Space Year 2022

Behold The True Horror This Halloween!

 More terrifying than any cosmic horror dredged from the neurosis of HP Lovecraft ... it's the global debt clock

Okay ... have you recovered from this ghastly Halloween fright? Then we shall continue with October's dev blog.

Finally I discovered the true source of a long running bug. I have spent months slowly chipping away at this bug, narrowing down the source and timing, even fixing the crash and suppressing the Out Of Bounds Array messages. Should have known that it would be an audio emitter issue.😫


 So it turned out that a lot of events happen when a player buy's Swag in Monsters Loot Swag, effects sparkle, audio plays, icons appear, objects spawn, marker objects hide and if there's a lot of other stuff happening at the same time ... and it's a game where there's always a lot of stuff happening at the same time ... the audio emitter can get out of synch when it wants to disable.

The solution was to stop everything from happening in the same engine tick with a simple schedule to make it all happen in order, giving the audio emitter a good half second to turn itself off and make sure it's ghost update of the network doesn't go tits up. Hurray, fixed and understood the cause. 😓

And speaking of audio bugs ... years ago I  noticed that sometimes the audio went ... iffy. It would start going off-key and warble intermittently. Not long before shipping the start of the Early Access game on Steam, I realized that this was caused by the camera being offset from the player location and thus camera and player could end up fighting for who got the audio source, with the sound cutting out if the camera was further away from the audio. At the time I threw in an emergency workaround by making the radius of all audio emitters large enough to swallow the camera.

Eventually I got around to coding a proper solution, use the camera rotation and the player object's location. This took a fair bit of maths as I could not remember which column of the matrix transforms I required to get to mix together ... until help on the Torque Game Engine Discord Server pointed out that there were already helper functions for matrixes and I could just use matrix.getPosition(); in cpp - boy did I feel dumb. 😅

The Takiyasha Ornamental Water Garden - early image

So, I have spent this month working on Level 6 for the next big update ... which I was hoping to have released this week but will probably take longer as I have redesigned the boss monster twice aleady. It's the Takiyasha Ornamental Water Garden and it builds on the environmental hazards which I introduced previously in Level 5. Behold water! Water is an environmental hazard as it slows down both the player and enemy monsters. I have designed the level so that if the player wants to get somewhere fast they're wanting to go through the water, but slow movement and enemy missiles are bad, so the player could decide to stay out of the water and go around it, thus preserving speed and the ability to dodge better.

I've also coded a lava type of liquid which only damages the player - more on that in Level 7.

Level 6 early testing gameplay

Level 6 is the home of the Stone Golems, high DPS, low HP, but very strong, range-based player characters have much lower strength than melee ones and so have a hard time barging them aside, and can easily get surrounded and trapped.

Once I finish up the level boss, Lady  Kaeru The Horticulturist, who is not going to fight you, and her giant champion who is going to fight you, I will be uploading the third big update to Steam, and the Early Access game of Monsters Loot Swag will be around 60% complete.

In the meantime, don't have nightmares! https://worlddebtclocks.com

Friday, 30 September 2022

Monsters Loot Swag Early Access Update 2

This is Pauk The Engineer, she drives Mecha-Boris, the Spidertank. Spidertank, spidertank, does whatever a spidertank does ...

September saw two Regular Updates for Steam in one month, but that mostly because I brought early October's update forward a day to coincide with Friday and the start of the weekend.

Regular Update 1 did pretty much what I said it would in August's blog; the main emphasis was on the player requested radar system so players could find each other in online Co-Op multiplayer mode, and the rest of the update was tweaks and bug fixes.

Regular Update (because that's what Steam calls them) 2 has just shipped, and as this was the first update to have an actual month of work available since launching last month, it has a whopping 50 fixes, improvements, changes and new content.

I forgot I wasn't in developer mode on Steam, got killed, and permadeath erased my own save file - bugger ...

 The main focus for this was to revitalize level 5 and turn it into a broken industrial aesthetic, complete with shattered piping system leaking toxic goo (not a comment on current events). I also fixed the chatHud so that players can talk to each other in multiplayer game mode, whilst waiting for the game to start, and after the level is complete and everyone is waiting the 60 seconds before the next level loads.

There was also a whole load of balancing and bug fixes, and the portrait and loading screen for the level 3 Monster Boss, Pauk; see above. One of the changes was to drop the Shipping Build from the executable which I have long had suspicions causes instability (like 10+ years), crashing when any other build would have managed to get through the error alright. This also allows for the player to access the console, which can be useful when they come across a bug because they can then send me the console.log text file and I can see where the script loop got up to - and I am a dev who likes a lot of script echo to log to find out what is happening (printf too).

And here is a video of what Level 5 looks like, though I decided to remove the ground fog in the end.

So that was the month that was, I removed the summer duvet in favour of the thicker Autumn one. Next month I will probably be working on a whole new level for Monsters Loot Swag; the Water Temple. Ninty plz no sue.

Wednesday, 31 August 2022

Monsters Loot Swag Steam Release

 

Monsters Loot Swag officially released as an "Early Access" title on Steam, and was immediately drowned under an ocean of gay, furry porn. Such is life. Early Access titles do not have access to Steam's marketing visibility rounds, which are only visible upon full release.

Naturally with any new title release, an emergency hot patch fix was uploaded within the first 24 hours, for a bug which had never happened in any of the previous years of development.

And thankfully was not too difficult to hunt down and squash

 Cue begging emails for free keys, including "pay us money and we'll give you a one word review on Steam's Curator system". lol no. I did send off a few keys via Steam Curator to groups which looked like they might fit the bill.

I did however get some feedback, that players in online multiplayer Co-Op mode wanted a radar so that they could find each other. And there wish was my command! Taking the ghosts from the local connection I could get the locations of the other players and their status, so dead players who need resusitating can be displayed with a different icon from alive players. I made the radar range fairly small, a couple of hundred metres and had players beyond that appear at the edge of the radar so that they are always visible. As the player gets closer the icons fade as they move towards the centre of the radar.

Here's the initial video of that in action, minus the fading.


So we shall continue, gearing up for the first month post release update, which will actually be 2 weeks after launch and thus a smaller update than the ones to come. This smaller update is mostly about some bugfixes and quality of life improvements, as well as the portraits of the Level 2 Monster Boss (above in desktop format), Lapin The Ranger.

Next month will be solely about working towards the first major update.