Hiatus: Again

15 Dec

So, as I hate my life and happiness and am currently in the process of working on a video game project, including the coding and a narrative arc that could probably be comfortably condensed into 47 fantasy trilogies, schedule posting on the Chimney will be on indefinite hiatus.  That does not mean I won’t be posting.  I probably will.  But it will be sporadic and all post series are on hiatus.

I’m having a hell of a fun time, so though I am a bit sad that I won’t be ramping back up my posting schedule, I’m not too sad.


Posted by on December 15, 2016 in atsiko, Blogging


Tags: , ,

2 responses to “Hiatus: Again

  1. Arlee Bird

    December 15, 2016 at 10:02 AM

    Too complex of a project for me to think of, but it sounds fun if you know what you’re doing and I guess you do. Enjoy yourself!

    Arlee Bird
    Tossing It Out

    • atsiko

      December 18, 2016 at 3:45 AM

      It’s a turn-based strategy game a la Final Fantasy Tactics Advanced or Fire Emblem with a branching narrative system that covers a lot of variable events and characters. I’m hoping to do quite a bit with procedurally generated levels/scenes, but that makes the narrative algorithm very complex if we don’t want it to seem cardboard cut-outty, so I’m crossing in some pre-written narrative, too.

      Since you can start off the game from any of 37 inciting incidents with their own main characters plus the non-story mode, and the game timeline covers 3 generations across a setting the size of the Alexander the Great’s empire, there’s a lot of plot to construct. That’s just the story elements.

      The worldbuilding is also hardcore, with a full conlang, and has to be 90% finished before we can do a lot of the narrative and coding elements or the character design.

      We have a ton of stuff to do for the coding, too. You can turn on and off certain features that don’t interest you, like English terms vs. the native terms from the conlang, and also a bunch of worldbuilding features and even a few of the game mechanics. It makes balancing gameplay styles a pretty rough job. And while we opted out on running actual AI software for running the NPC AI, the system we ended up with is still pretty complex, and has the NPCs act differently depending on the 24 character stats and a digital character-sheet with personality traits.

      It’s currently written as a browser game with Javascript animations and maybe some flash/html5 video cutscenes, but at least eventually, we’d like to try porting it to C++ to run on the desktop instead of in the browser.

      Really, the narrative and coding is the easy part. The bottleneck for project completion will be the art and music, since neither of those are talents I personally possess, and the guy running the project is in the same boat.


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