Once upon a time, there was an eager youg Dev going on his merry way to the beta store to buy some bugs. You see, that was his hobby, buying them and fixing them up so they could become the features they always wanted to be.
This time, the Dev brought his loyal feature with him to the beta store, her name was 'Stability and proper type effectiveness'. She had always been one of the most important features on the farm. On his way back from the store, a hooded man approached him and asked:
"Oh what an interesting feature you have there. Would you be interested in trading it for this magic bug? If you plant it, it will grow into a mighty tree, and if you climb to the top of that tree, it will take you to a land of all the greatest features you could possibly imagine!"
The eager young Dev pondered the offer. Stability and proper type effectiveness was such a treasured feature, but his mind wandered at the possibility of all the wonderful features this magic bug could bring! And so, he made the trade, before totterring off home to plant the bug.
He was scolded, of course, but insisted they wait for the mighty feature tree. And so they did, and it grew. It grew, not into a feature, but into a mighty Trevenant. That Trevenant got into a conversation with one of the farm's most well respected features, 'Good AI Decisionmaking.' Good AI Decisionmaking told Trevenant, to use Phantom Force on a Bibarel.
And so it did.
And it hit.
It was then that the dev realised his mistake. The strange hooded man had lied. This wasn't a feature tree at all. This, in fact, was a memestalk. A memestalk arriving at the farm with the sole purpose of unleashing it's jank amongst all the other features, and by trading away Stability and proper type effectiveness, the dev had enabled it to do exactly this.
The dev desperately looked over at Good AI Decisionmaking and pleaded with it, asking it how it knew about he memestalk's jank. But Good AI Decisionmaking didn't respond, because features can't talk, only moo. He watched as it told all the other ghost types to not use Phantom Force on Bibarel, because it couldn't hit. And even when the dev forced the other ghost types to do so, it did indeed not hit. But not the memestalk, oh no. It's phantom force hit, and Good AI Decisionmaking continued to tell the memestalk it could hit. It was a conundrum. The developer had never seen this much jank in one place in his life, and given how long he had been farming bugs and features, he had seen a lot of jank.
Without the precious feature he traded away, the dev was at a loss. He went out, located another trevanent and brought it to the farm, he even gave it Phantom Force. And do you know what happened?
It couldn't hit the Bibarel, and Good AI Decisionmaking knew it couldn't. For it was just a Trevenant. It was not the dreaded memestalk.
He thought and thought and thought and thought, and finally had an idea! He had given the new Trevenant Phantom Force specifically, but not tampered with the moves of the memestalk, the memestalk knew it naturally. And so he looked at what other moves the memestalk knew and he wondered to himself.
"...Forest's curse couldn't possibly be that janky, could it? It's not even used it!"
And so he taught the memestalk Flame Wheel, and had it use it against Bibarel.
And, as it turns out, Forest's curse WAS that janky, because it was super effective, despite Forest's Curse never being used, just known, it was still working.
The Dev quickly realised the chaos he had unleashed by trading in Stability and proper type effectiveness as he fled the memestalk to check on his other crops. He first ran to his Gourd(geist)s. And lo and behold, with their powers of Trick or Treat, their Phantom Forces were super effective against the poor bibarels.
He next rushed off to check his Starfruit(mie)s. But, strangely, their powers of Soak seemed to have been spared the infection of the jank.
"But how? The code for Trick or Treat and Forest's Curse is identical to the code for Soak!? Why do you work fine!?" He pleaded. But the Starfruit(mie)s didn't respond. Because they, too, could only moo.
Dejected about the loss of Stability and proper type effectiveness, and the infection of Jank that was quickly spreading about his farm, an affliction that Good AI decisionmaking seemed to understand more than he did, but refused to relinquish its knowledge, the Dev went back to market, trying to find the hooded man. He did, in short order, and pleaded with him to give back his precious feature.
"What a funny little Dev you are. The true Stability and proper type effectiveness was in your heart all along, didn't you know?" He told him cryptically before vanishing into thin air.
With no new answers he wandered back to his farm and caught the culprit red handed. The memestalk was but a scapegoat, as once he arrived, he caught the fiendish Good AI decisionmaking scheming to introduce jank the the great farm.
And so, bugfixing hammer clutched tightly in his fist he went to work, ready to once and for all banish the jank and restore stability to the farm forever more.
(Disclaimer: Many bibarel were harmed in the making of this post)
ok so over in the X% thread Burning Ocean commented on how development pace has picked up recently, and was asking why.
it's a good question, considering that we basically went from nothing for months/weeks and now we're back to a % every few days. there's basically two and a three half reasons:
Walpurgis is a good person.
those of you who know her from the bug/troubleshooting section probably already know that. what fewer people know is that we ended up taking her from bug reporting to bug fixing. instead of just fixing save files, she's not fixing the game. what an actual hero. we have her helping out with the scripts after Marcello and Kuro taught her how to mingle with 'em, which has freed Marcello up to focus solely on AI without having to worry about the pile of outstanding battle system errors. Also Marcello finished his school term. so that helps too.
Kanaya is also a good person,
but the difference is not as many people already knew that, and she'd probably gripe at me for saying that she is ;D. Previously just helping out with mapping, I've also been teaching kanaya to handle events and I've given her a solid handful of the sidequests to do for the episode. like walpurgis with marcello, that freed me up to focus solely on the story (and other bits) which meant i could cut through those pretty quickly. at this point sidequests are all that's left so i'm going back to them a bit, but it was super helpful to have other hands on it in the meantime regardless. this is the first time i've ever actually had other people working directly on adding the game's content so it's a pretty big step for me. and also promising for future endeavors.
the other three half reasons all have to do with me and my home life. more active users might know that dan moved in with me around february, and that was fine at first. however, as time went on there was some conflict around his schedule and financial stability. his schedule being janked meant he was here a lot of the time, and i quickly discovered it's near impossible for me to focus on writing with someone else around. story is usually the quickest part of development because i get super motivated for it and just hole myself up for a few days and slam it all out. but with everything going on and him always being around, i couldn't really do that. also, when one isn't sure what their living situation will be like in two weeks or two days, productive energy tends to take a hit. also also this episode had more than normal in the way of story stuff to do in the first place, so that was unlucky.
so the three half reasons we suddenly sped up are because basically:
conflict/financial/schedule stuff at home finally seems to have worked out, so no more issues swarming around
i got over myself and learned to actually ask for time when i needed it even if he was around, something i didn't feel able to do in the past because i'm bad at people
and very shortly after either of those things happened, i finished the story anyway making it all a non-issue
so, here's what's left to do for the episode:
small AI piece concerning partners using moves on their allies (i.e instruct, pollen puff, etc)
some other outstanding AI improvements/bugs based on E17 performance
like 2 squests (the objectively better name for sidequests)
some trainer battles
remember, the misc updates progress bar is not real.
we'll start supervised testing once probably like all but the first bullet point are hit, since that's pretty minor. my hope is that that will be within the next two weeks, but don't take that as an expectation.
wish us smooth sailing and few buggos.
so it's been too long and there's a million reasons why updates haven't been consistent lately, from me going out of the country to my laptop being balls to coming back into a stressathon and fgjhlklklk
so not much has happened, and it's possible there won't be much new development to report for a while longer yet,
still working on story stuff, and i actually don't want to update the scoreboard % for that until i finish because how to properly divide a scene, it's iffy. and also i had suddenly decided to add a handful of new maps and expand the episode's story a bit.
anyway i can't really talk about storystuff cuz spoilers, but speaking of spoilers, i'll give you pinkest screenshot from the new content of 18:
this is from the area i was eventing during march. that eventing is all done and it was a doozy, i ended up having to change the puzzle a handful of times and remove some elements from it because of the risk of lag and of players getting stuck. so that feels bad. but we made it. that was the hardest thing in the episode so the rest is just a matter of finding the time and focus i've so desperately lacked lately to actually do it which is not a chance my home life has recently afforded me
but we've got some other past stuff i can share. i've been updating a few past things recently, such as the railnet puzzle. i was reviewing it last week and talking about the original concept for it-- that you would just ride the train under there through a collapsed wall to break out after connecting the track, rather than all this hand-wave "digital signal" junk. the reason i hadn't done that in the first place was because of not having a good way to animate the train moving around corners on the rails (you'll notice even in the scrapyard, trains never turn corners) so it didn't work with the puzzle concept. however, since E17 we now have plenty of train and train-interior accessories, so i realized that i could return to this original concept by having the player stay inside the train while it moves.
so the core railnet puzzle is the same but the context and outcome of it is now different-- much better, and as originally intended. i guess the player learns how to hijack trains from charlotte or something.
i also went back and touched up some other things recently, such as all of serra's graphics, and especially the mug. i'll post that here on before/after:
yikes, by the way. how did i ever allow that old one.
one last thing to post today since doing sidequests previously. this one goes out to all the folk still around from showdown and PO:
because showdown may be dead, but clarice never will be.
that's all i've got for today. hang tight through my inconsistency, everyone~