Mar 16, 2018

Food on the Holodeck

In Star Trek, people eat food on the holodeck. Does the food disappear when they close their mouth? Why do they say it tastes good? Are they just roleplaying? Or does the holodeck special replicate the food like the replicators? If so, then why don't the crew of Voyager just eat on the holodeck, avoiding the need for replicator rations? In the first episode of Voyager, they mention the replicators and the holodeck run off different energy signatures, this why there aren't holodeck rations.

P.S. These are the kind of things I think about when procrastinating.

Mar 14, 2018

A Little Something

A little something I've been messing around with.

Side note: Tiled is a great tile editor and come a long way since I first used it many years ago.

This is a map section (*SPOILERS*) for the main map. It started out as a cute little story about what religion means and does to us, but the narrative is taking me in odd directions and I don't know if it will end up there.

It's interesting to build an RPG (using the term very loosely) where you have the option to play the entire game with no combat and it's still fun. Undertale did this but in a subversive way. I want to do it more in a normal choose-your-own-playstyle way. Fight if you want, don't if you don't and it's equally as fun but it affects the narrative. A passive player won't see the same game as a combative one, but won't feel like they are missing anything.

I posted some previous screenshots of this prototype, but since then I've ripped out all the tile graphics and started over with a much simpler (almost icon) art style. I found that during prototyping, as soon as the art started to look too finished and refined, it would distract me and I'd spend all my time trying to make it better, rather than working on the game or story.

But it can't be crappy, or I get distracted with that. Kenney's tilesets were perfect. Simple, but also really good.

Currently, it's just something I'm messing around with for fun and relaxation, I don't know if it will become a real project or not.

Mar 01, 2018

Ransome *Unbeeped*

We just released the new Ransome *unbeeped* DLC on Steam and GOG. Give the trailer a watch, but I have to warn you, if you're offended by words like *beep*, *beeper*, *beephole*, or *beephead* you might want to avert your ears.

It's a little depressing that a few people are actually upset that we're charging $1.99 for this. Making this wasn't free. It took a lot of work. Programming, testing, audio editing, etc. It feels like people think it was just copying a bunch of audio files over. I've always objected to DLC that was made at the same time as the game and all they do is flip a bit. This is not that kind of DLC. The code to make this work was not written until just a few months ago. We had the idea of MAYBE doing this DLC during the development, but none of the work was done.

We've released two MAJOR updates for FREE since launch, so I think we deserve to try and recover some of our costs. It sometimes feels like people expect game devs to make games for free. This is my livelihood. I use it to pay my rent and buy food. Game pricing is completely screwed up, it's why you see predatory free-to-play games and loot boxes.

The other reason it's not FREE is so people don't suddenly (and without warning) get a full-on *unbeeped* clown swearing at their kids. Having to pay something provides some parental friction.

Buy it!

It's only $1.99 and you'll support game devs trying to make a living so they can keep making games.

Ah, I see your problem there and it's assuming my C++ code is "well-defined".