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ShadowRx

ShadowRx

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ShadowRx posts

HardLife - Taunts, Riverside Park, and Parkhaven Newage Bookstore

I've added a new option to combat, the ability to TAUNT your opponents by lowering your guard, flexing your abs, and offering them a free shot.

Choosing the Taunt action will disable counter-attacking for that character, and it will remain off until taking the Guard action again reactivates it.


I'm also working on encounters for the Park, and a hidden shop which should be a very...

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HardLife v0.26167 (content preview)

HardLife v0.26167 (content preview)

https://sta.sh/01rqiva5eb3


I'm still adding content/encounters to the bookstore, park, and gym- so this isn't quite ready for release yet, but we now have:

* Blood Shards
* the first of at least 2 places to trade shards (Blood, Life, ?Time)
* 2 new permanent/trainable stat modifiers: "health"(nutrition) &am...

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HL-"It's a secret to everybody..."

HL-"It's a secret to everybody..."

Always better to read than "Pay me for the door repairs."


Anyway, I'm terrible at keeping secrets when I'm excited about something, and even though the proof-of-concept is less than ideal to demo the intended feature, here it is.

We are adding damage-zone-graphing to combat, you will be able to see at a glance how wounded the fighters are, and where- this will feed off the overa...

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HL-CMS (for those who were curious)

HL-CMS (for those who were curious)

The CMS is pretty basic, but it automatically builds out the insert/update forms based on the MySQL table structure, selecting the appropriate form controls, etc., so I can focus on adding content records and tables rather than coding the CMS for each change/addition to the data-tables.


I'm tinkering a bit to add support for multi-part fields, like files, that take a single form-input...

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HL-CMS Image-Support

 Now working on adding file/image support to CMS and game... there's a little surprise I have in store for the new UI... nothing too fancy, no full-on graphics yet, but something we definitely needed for combat ;)

I just need to create a special condition for unusual column names `[file].size`, `[file].data`, `[file].name`, etc. - so that the CMS recognizes all the columns prefixed with...

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HL - new (cis)gender options/chromosomes

Getting a little carried away with new (cisgender) options/chromosomes. Added V, W, and Z chromosomes to the X, Y mix, and the option of -, a null-gender trait.

An XX is, of course, a typical mortal female.

An XY is, of course, a typical mortal male.

A YY, or "alpha male", is a normally unstable mutation (not naturally occurring) with dangerous levels of testosterone. YY's typically ...

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HardLife, PSL and v0.3+ Cost-System integration

Working on the costs-table for items and activated powers, will post a more detailed update on the costs-system later, but this ties in to all types of resources and works consistently across all object-types, including characters. The very first entry on the table is the cost of 'self', intended for things that are destroyed/sacrificed/consumed on use. There is also a 'use' entry, for things that...

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Which playable HardLife character is your favorite, and why? (plz comment)

(what is this, twitter? why is there a 140 character limit on poll options?!)

(also, yay, my very first patreon poll... didn't see this option before. :) Questions, have, I... yes, many... <^-^>)

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HL - Hashes, Seedable RNGs, and (later) Fractals

 Working on string-hashing and seedable-RNG functions for more consistent content generation and compression.

A use-case I have in mind is to use an NPC's name to generate their starting stats and other details, such that whenever that exact name was used in the generation, you would always get that person.

A similar case might be the weather for a given date, should you go ba...

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HardLife v0.26072 (supporter build)

HardLife v0.26072 (supporter build)

https://sta.sh/01uq82e2ib4w


New Character & several small improvements and bugfixes.

New engine systems are in production in the background, but should not interfere at all with gameplay.

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HardLife - Traits & New Character

HardLife - Traits & New Character

We have the beginnings of a proper Traits system:


<<set setup.TRAITS={
  /* Epigenetic Traits... */
'body . organs . type' : ['none', 'Aerobic . Earth . Mammal',],
'body . surface . cover . type' : ['none', 'hair', 'fur', 'feathers', 'chitin', 'scales', 'flame', ],
'body . surface . cover . desc' : '', View Post

HardLife v0.27+ UI Proof of Concept / Live Demo on Sta.sh

HardLife v0.27+ UI Proof of Concept / Live Demo on Sta.sh

https://sta.sh/01qgo2wgic19


Compatible with screen aspects 2:1 - 1:2. Viewport requires javascript to be enabled (but then, so does the game :roll:).

In-game the gradient sky and ground will reflect time of day, and any other graphics will be drawn atop that world-base, as added.

This interface should be a...

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HardLife v0.27+ Unified UI Layout

HardLife v0.27+ Unified UI Layout

New single-mode interface replaces the combat, home, and exploration/encounter screens. This unified UI will let us punch cars and throw people... among other things. It's a big change, but a necessary step to getting the unified actions system and greatly improving encounter options/interaction.

With this you can lift, throw, attack, workout-using, use powers on, talk to, etc. ANYTHING OR ANYON...

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HardLife v0.27+ Unified Interface (part 1 - Actions Menu)


General Purpose/Unified Actions Interface, intended for Combat, Encounters, Situations, Home Screen, Exploration, etc.


[1] REACT (situational responses)

~ ~ <situation 1>

~ ~ ~ <reaction 1>

~ ~ ~ ...

~ ~ ...

~ ~ Search*

~ ~ Travel* (includes walk/jog/run workouts and nowhere destination)

~ ~ (*if no active situation prev...

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HardLife UOS Prototypes (for v0.27+)

I'm now looking at compression and inflation of data prototypes, such as cars, humans, etc.


The prototype will contain a list of inflation algorithms for some data blocks (like B/body-structure), such as min(), max(), rand(), randPts(), etc. - that will convert the minimal prototype information into a full character, item, or other object.


This will reduce the complex...

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HardLife - Unified Object Structure v1.0 (for engine v0.27+)

I've finally settled on a unified object structure for all things in the game. Now I can begin integrating it into the game and CMS as linked features are implemented.


Of particular note are the object-type specific nodes, which ALL objects will possess regardless of their CURRENT type (yes, that's right, we're including support for object-type transformations... exploring characters ...

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HardLife - Unified Object Structures (v0.27+)

 If I had it to do over...

we would have started with a root in-game-object type, with base properties like objectID(instance), objectLocation(x,y,z,map), objectMass, objectVolume, ...which would then be split into the ENTITIES, LOCATIONS, and ITEMS subtypes, and so on, each sub-classification defining additional properties that object possesses either directly, or through inheritance f...

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Valkyrie Sword (Rule #34) for RMMV v0.13-Early Beta

Valkyrie Sword (Rule #34) for RMMV v0.13-Early Beta

Found a good solution to the map tiling problem, then got a little carried away and discovered another issue/limitation: RPGMaker MV only supports 999 maps!

The first question everybody asks on the forums is "why would anybody need more than that". Well, I shoot trolls on any forum give that response, clearly someone does, and they've given it some thought, or they wouldn't have friggin asked ab...

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HardLife v0.26072 (public build)

HardLife v0.26072 (public build)

https://sta.sh/0oqju9tpg7n


 HardLife engine v0.26072 notes: 

* New Character & several small improvements and bugfixes.

* New engine systems are in production in the background, but should not interfere at all with gameplay.

---

HardLife engine v0.26 notes:

* At long last, we...

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HardLife v0.26! (supporter build)

HardLife v0.26! (supporter build)

https://sta.sh/0txujrleeku


HardLife engine v0.26 notes:

* At long last, we have descriptions!

* Description/Appearance system now integrated with NPCs in combat and slave interfaces.

* Weight and Stats system refactored.

* Far more accurate estimations of fat and muscle-tone.

* Super-stat ...

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HardLife v0.25901 (private beta)

HardLife v0.25901 (private beta)

https://sta.sh/0fxsa042m6m


Description system refactored to support NPCs.

New system integrated into Combat and Slaves menu, will be worked into general encounters over time.


There will be another build tonight with more descriptions fleshed out, and that should be it for the engine v0.26 release...

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engine v0.26 and beyond...

Testing a possible public release now...


The system for Spending Karma for Upgrades has been disabled for now due to bugs in the new interface, and incompatibility with the old interface (due to changes in the data structure). It will be added back in at a latter time, and much improved.


All other methods of training stats appear to be working correctly, and the buff ...

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HardLife v0.25862 (private beta)

HardLife v0.25862 (private beta)

https://sta.sh/02fnq9ony8xx


Karma spending is disabled for now, but all other forms of stat-training are up and running.


After a little more testing, I'll release an official build, but this one seems pretty stable.


Let me know what you guys think of the new stat system.


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HardLife v0.25804 (private beta)

HardLife v0.25804 (private beta)

https://sta.sh/01xhh578jy3r


Finally, a stable build!


All 4 characters have been converted to the new stat and weight systems.

Save files from earlier versions won't work correctly, specifically your Slaves, Enemies, and other saved NPCs will not function correctly- in the case of the enemy encou...

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Magnitude and Stat-refactoring

 A new level derivative substat has been added. Magnitude is the triangular base of Caliber, which itself is the triangular base of Level (which is, of course, the average of your primary stats).

We've been using Caliber for quite a while now, and it serves as the capacity indicator for training/powers, among other things.

With the stat-refactoring underway (for this weeks upd...

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HardLife v0.25603 (private beta)

HardLife v0.25603 (private beta)

https://sta.sh/021r6762ssfc


* New Preview Character: Susan G Marien (high school athlete)

The writing is a bit rough, but she should be a fun addition to the roster.

Why this character, and why now? Well, it could be that I'm looking to get some of the simpler powers into the game...

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HardLife v0.25507 (public build)

HardLife v0.25507 (public build)

https://sta.sh/0bfro7qt9lw


Various tweaks and fixes, but primarily a stable version of the new bodyweight system, minus the upcoming metabolism changes. 


Current supporter build/private beta is v0.25603: https://www.patreon...

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HardLife v0.25507 (supporter build)

HardLife v0.25507 (supporter build)

https://sta.sh/02bqqytzlyks


Various tweaks and fixes, but primarily a stable version of the new bodyweight system, minus the upcoming metabolism changes.

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Metabolic Modules are coming...

Instead of hardcoding the new metabolism, I'm going to build multiple pathways that can be socketed in place, and including the ability to have multiple active energy pathways- using a point-ratio or percentage dependence for branching. (a good example is if your character is transitioning from their full carbon-metabolism to something that allows them to draw in ambient energy directly)


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HardLife v0.25496-hf2 (private beta)

HardLife v0.25496-hf2 (private beta)

https://sta.sh/016ijjlzxn1u 


----

Hotfix 2:
-- found and fixed what should be the last of the CHAR not defined bugs, including bugs in:
* Examine Self (due to a different, but related issue)
* Clothing/Equipment
* Leaving Combat after Killing a foe (the enemyForget() function)
* hitting Conti...

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