Sep 022014

DomochevskyHey, ‘chevsky here.

One item of note: Gaiden and other things that I’m involved with around here will be delayed for a couple days more, most likely, due to me having had a wisdom tooth extraction yesterday. (Otherwise Gaiden would’ve already been up. >_> )

“Erschwerte Extraktion” is what the dentist wrote on the results page. Fuck everything.

Aug 222014

MavenHey guys. I know what you’re all wondering; where the hell have you been, Maven? What the hell happened to Circle of the Force? Did you fall in a hole and fucking die?

…Well yes. I have clinical depression and it’s fucking destroyed me. Are you aware of Hyperbole and a Half? Go read it if you’re not. Especially the bits about depression. Holy fuck. It killed Robin Williams, guys. This blight on our nation needs to end.

Circle of the Force is still being developed. Now that Domo’s going to school, we’ve had a hell of a time getting thing going. We’ve had some problems with artist turnover, and we’ve gone through a lot of staff changes. Fortunately, I think all of that is over now. We’re working with a fun new artist named Zadea – a name you may recognize as she was already on staff – and frankly I couldn’t be happier with the art. Gal’s got art for days, and her talent only seems to get better and better. Expect the opportunity to buy commissions from her soon!

As a teaser, concept art from Z is included below! She is absolutely eager to know what all of you think!

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Now with correct hairstyle!

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Now with kneehighs!

Aug 202014

DomochevskyI’m just gonna show off some progress I made with lighting here. Nevermind me. :)





This is the result of the latest development. Lighting now fans out properly and stops at walls (creeping slightly around it with dim lighting).
So now I can define what lighting each entity produces and an offset for how far in front of it the center of its light is.
(Here it’s 1, to have the center be underneath the head of the streetlamp.)

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Aug 042014

DomochevskyHey there,

Slowly but surely I’m recovering and tackling the stack of stuff I have to do, chipping away at it inbetween bouts of being sick, insanity and not taking enough care of myself.
Here’s what I did when the coding muse struck me (in bits and pieces).

First up: Walls

I added a first implementation of said walls. They’re tiles that can be placed where-ever and raise/lower, based on whether or not they’re obscuring the view to an active room north-east of them. So if someone’s in that room they draw themselves as their shorter versions.


“Active room” in this case means a room that a player-controllable entity is standing in. Room visibility is recalculated every time someone goes through a door, to avoid needless visibility checks for now. So far this seems to work out quite well, but it has necessitated the need for me to declare what room any given tile is part of. (Which is not necessarily a bad thing, mind you.)

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