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Sean Bires (Renzu)
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Otaku hobbyist
Otaku hobbyist

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Kawagoe Hikawa Matsuri
The concrete jungle makes one yearn for the roads of old. Such an escape can be found an hour from the big city in Kawagoe, Saitama, where two city blocks recall a time before the war — a time when Tōkyō was called “Edo”, and hand-made candy was sold out of rustic wooden storefronts in a town along the trail from the old capital to the new. Its annual festival is designated a UNESCO “intangible cultural heritage” which Japan takes very seriously in their own preservation laws. Kawagoe as well, because the city’s entire downtown practically transforms into a gargantuan festival.

In a mile-long radius, hundreds of festival stalls replace sidewalks, funneling a veritable human traffic jam. A city of 500K briefly becomes a downtown of 1M tourists. Towering parade floats, each representing a district, and tugged along by scores of uniformed festival staffers, cleave through like icebreakers. Rear-mounted gas generators power strips of electric lanterns, illuminating mobile stages where musicians and costumed dancers trade off. Noh puppets dance on the roofs. When two floats meet, a sort-of “float off” occurs.

To an American tourist like me, the festival is a display of something we don’t have — a shared cultural heritage that stretches beyond a millennia. The parade exists not for sports nor politics, but to conjure a fantastical, amalgamated cultural past.

#OtakuReport2017 (#9)
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10/15/17
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Nice cameo. (Chu2koi movie)
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Dev diary week 5. This one's all about the violence.
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I'm not buying into RTX at the moment, because first-gen implementations of graphics tech tend to be some combination of lame, rarely used and non-performant. And that's the case in RTX where the performance drops are more profound than the effects on display (youtu.be/1IIiQZw_p_E?t=35s).

The mystery for me is why there are performance drops to begin with, because RTX is a sunk cost on those chips, where silicon area is dedicated to raytracing acceleration only. Where's the bottleneck? Is it the RTX cores themselves? Or is it some interaction with the RTX cores fighting for memory bandwidth with the rest of the GPU? Or is it the increased demand on pixel shading when doing bounced lighting & reflections? Is it the denoising algorithm? etc.

An ideal implementation would use those RTX cores "for free" — without adversely affecting performance. And yet that's clearly not the case in these early demos. I would like to see, significantly post-release, what the "smart" implementation of RTX looks like.
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Sean Tries Japanese Drinks Pt.19: Kirin Gogo no Koucha: Oishii Mutou
The pertinent information in its lengthy name:
• It’s “afternoon” black tea.
• It’s ”deliciously” sugar-free. It actually doesn’t contain a substitute sweetener, so this is the first time I’ve seen an absence of a defining component pitched as a “delicious” attribute in itself. Confirmed for Japanese aesthetics.

Whenever possible I like to compare it to the real thing, but I’m not sure if “afternoon” is a standardized blend, and Kirin doesn’t define it beyond the US import ingredients list of black tea, vitamin C and artificial flavor.

To unravel the mystery of why a black tea requires artificial flavoring, my comparison point is an upscale blend of English breakfast tea, brewed normally, chilled with ice, and given a twist of lemon. The Kirin is much heavier on the sour lemon flavor to the extent that it’s almost like lemon water with a twist of black tea. It’s a significant contrast to my impromptu mix, with its more prominent tea component and smoother aftertaste.

Maybe there are cost and shelf-life reasons to masking the tea with faux-lemon flavoring. Or maybe it’s utility, being a refreshing vending machine item for the sweltering summers of an island nation. Whether it lines up with the “real thing” 1:1 doesn't matter when what you really wanted was ice cold lemon water.
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This projectile animation is so over-the-top kira-kira ✨ right now that I can't not show it off, esp. cuz I might tame it later during implementation. I mean, imagine a dozen of these happening on one screen.
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Any new task is always more time-consuming than first imagined. Game development is that to the extreme. For example, in my game, I want to be able to shoot enemies with a cannon that fires to the beat of the music. To achieve that, I need to:

1. Make a tempo-keeping system (already done).
2. Make a system that can synchronize events to the tempo (partially done).
3. Rethink the control scheme and input processing system with the introduction of a "fire" button.
4. Redesign the player hovercraft with a pop-out cannon (saving for later).
5. Create the effects for shooting projectiles.
6. Conceive and implement some sort of energy (ammunition) system, and conceive some gameplay reward/incentive to shooting enemies.
7. Create a system where each cannon projectile follows the track's "rail" allowing them to bend around turns.
8. Create art/effects for wall impacts.
9. Make some sort of hit-confirm effect for projectiles impacting enemies.
10. Create a system where an enemy vehicle can explode, throwing stylized debris and fire everywhere, and create all the art assets related to that (whee).
11. Create musically appropriate sound effects for every possible thing.

See you in a week.

_____

p.s. One of my major inspirations is Thumper, a conceptually simplistic game made by two people over seven years. Though I'm not making a custom game engine like they did, nor is my game as experimental, it shows how long it can take to create a game from scratch that doesn't pop out of a readymade template. (youtu.be/to0s52kbcFo?t=1m2s)
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Dev diary week 4. It's been whole month! Though it pains me to show assorted elements before they're put together, I'm gonna be doing a lot of that throughout development.
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On Shōkō Asahara, "the first truly modern terrorist" —
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I'm that good.
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