I've never used my Skype account and don't even have the software installed anymore. If there's a call, it's not from me. I wouldn't care, but I lurk in multiple live streams with call-ins.
Gran Vitreous Steam forum, I'll be coming for you! ;)
As for game development, I've been writing and rewriting a procedural development library intended to help me with a multi-genre game. It has taken me way too long. Aside from the joys of C# garbage collection, the problem has likely been that I went too generic. In the end, there's probably a simple, more specific implementation that does the bulk of what I want to do and the rest is best suited for another pattern.
In SS11, Scott made it a goal to smash me and almost doubled my score on Epic Quest. I struggle with that RPG hybrid table. On the bright side, I already have a Steam friend with a higher score that's been plaguing me. I think I have decent equipment for the encounters I'm facing, but my actual pinball skill needs to level up.
Breast size in games, the SoulCalibur/Edge franchise in particular, is a trigger for me. We're talking about a series that began with Sophitia rubbing her muff in her opponent's face in a throw deemed a trip to heaven. It's a series that continued with upskirt shots and extraneous jiggling. Frell, it's even had a steady supply of jailbait! I could accept Tira's ripped costume being offensive when taken in the context of Japan's rape fetish culture. However, I could never feel the outrage over Ivy having (gasp) a differently formed body. Seriously, THAT'S what brought it over the top for people?
If the argument is to have a less sexual fighting game, that's a legitimate industry complaint with a questionable target. Unfortunately, it always seems to instead come down to how a fetish outweighs respect to a body type. Add bonus points if a male making the argument claims to like smaller breasts more anyway (as if swapping fetishes fixes anything).
In real life, many women with large breasts get objectified and harassed. In games, this has been magnified such that the mere presence of a woman with large breasts implies exploitation and a call is made to remove/change her. If it was any other body type, there would be a call for inclusivity. Yet, somehow, the "right" to objectify large-breasted women is so deeply ingrained in our culture that strong, large-breasted characters presented in a non-sexual manner are likely out of reach.
...Not that I'd put them in SoulCalibur anyway. Seriously, that game's made for perving. ;)
Gall of the Thrall is a single stick shooter which allows pivoting when the fire ("Maul") button is released. Rather than being endless like many procedural shmups I've played, the player is given a choice after every level to turn back. Once turning back, the player must survive as many levels as they completed before the choice was made. Losing all lives results in a game over and total score loss. There are no extends. The player must gauge their own skill and learn when to turn back.
Each level lasts a mere minute and features overlapping waves of enemies. When a wave is gone, another of increased difficulty replaces it. The rate of difficulty increase grows with each level.
To compensate for the unpredictable/overlapping patterns, an enemy's bullets are cancelled when it is destroyed. Meanwhile, the player has a special weapon, called a Trawl, that shoots outward and, on the return trip, does damage to enemies/bullets. Activating the Trawl while it is already in play teleports the player to its position.
The player's shape and turrets are procedurally generated. I've been calling the shape a "special snowflake", but the front of the ship is hard to determine in stills so it might need some tweaking. Theme-wise, it's probably a gallstone the titular thrall yanked out of their own body and threw in frustration.
Similarly, the enemies are all randomly generated masks with their own mouths and multiple eye holes. They're supposed to be like the Pall in my previous MeanderGall game, but it's not like anyone will grok the reference. Some other enemies might be needed for variety, but these seem to be doing the job.
1) A +Cinematic For The People DVD - signed by as many of the cast and crew as I can wrangle.
2) I will design a cover for you - book, CD, DVD, whatever you want. I am a once-upon-a-time trained artist and still wheel my skills out upon occasion, and for you I will do so again.
3) I will lie my ass off to give you the absolute best review or cover blurb you can imagine. "This book changed my life forever." "I think listening to this song cured my cancer." "I was addicted to drugs until I watched their movie. Now, I'm addicted to drugs AND I've watched their movie." Hyperbolic exaggerations upon request.
You can see her original post here - https://plus.google.com/u/0/115938538525562546443/posts/VLYHuiM9szV - and you can donate through her paypal or the GoFundMe that they set up here - http://www.gofundme.com/b5ez3o
Right now, Mr. Brennan appears to be playing up the diversity of the cast and audience while offering little info on what the game actually is other than "real-time cooperative". The old Casual Quest was a session-based, top-down brawler sort of like Gauntlet, but with a single screen map and class evolution. The alpha of the browser version I jumped in ages ago had larger maps. Other than that, I'm not sure, but there should be a new video demo next week.
The original Casual Quest took first place in a paid game dev competition while my Fused Finale took second. My broke ass is pretending that's a donation. ;)
I now store a looping array of random scaling coefficients. A different starting position in the array is chosen by each mesh and the coefficients are then referred to in order. The coefficients can be blended if the meshes have different numbers of vertices, but I eventually decided that sticking to a common number might make the set of meshes more distinct as a whole.
Below are two sets of meshes. Each has its own number of vertices and its own array of scaling coefficients. If you ignore the top and bottom vertices (which I'm currently scaling independently), you might notice how the curves continue around the initially circular meshes.
Here's my earlier post: https://plus.google.com/u/0/118357057412165387545/posts/1EUgNmbJcdP
Other than procrastination, I also spent a lot of time trying to figure out a decent way to handle collisions in Unity with my shmup's bullet penetration and enemies built from my PCG meshes. Unfortunately, compound colliders are built more for collisions than triggers. I can respond to an event from a child or get confused by multiple events from the parent. It then gets more complex if I want to count a bullet which exits and reenters as another hit. Raycasting/sweeping every frame as some forums threads suggest seems much too wasteful with the amount of bullets I'll have on the screen.
I'm currently toying with the simplified idea of choosing a single mesh as the collider and placing others around/beneath it as mere decoration. I still have to experiment with Combine Meshes though so maybe there's something more detailed I can do. I keep getting derailed by outdated forum threads.
I don't join social networks to fret over my privacy. I likely won't post often enough to spam your stream, but be aware that my outgoing messages will tend to be unfiltered. File me away in whatever circle you see fit. (I do add circle tags should Google ever allow people to subscribe to those instead of people.)
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