NOMORECOCAINE

A log of my work, mostly game development (my Itch.io) and related projects. The heatmap is my general activity. It counts all my git activity, which also includes backups of my numerous Obsidian vaults, Basecamp activity (although dampened & capped to avoid drowning everything else) and even my artworks get backed up with Git LFS.

Nov Dec Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Sun Nov 9 2025 · no activity Mon Nov 10 2025 · no activity Tue Nov 11 2025 · no activity Wed Nov 12 2025 · no activity Thu Nov 13 2025 · activity 2 Fri Nov 14 2025 · activity 1 Sat Nov 15 2025 · no activity Sun Nov 16 2025 · no activity Mon Nov 17 2025 · activity 1 Tue Nov 18 2025 · activity 1 Wed Nov 19 2025 · activity 1 Thu Nov 20 2025 · activity 1 Fri Nov 21 2025 · activity 1 Sat Nov 22 2025 · activity 1 Sun Nov 23 2025 · activity 4 Mon Nov 24 2025 · no activity Tue Nov 25 2025 · activity 3 Wed Nov 26 2025 · activity 1 Thu Nov 27 2025 · activity 3 Fri Nov 28 2025 · activity 4 Sat Nov 29 2025 · no activity Sun Nov 30 2025 · activity 3 Mon Dec 1 2025 · activity 4 Tue Dec 2 2025 · activity 3 Wed Dec 3 2025 · activity 6 Thu Dec 4 2025 · activity 3 Fri Dec 5 2025 · activity 3 Sat Dec 6 2025 · activity 4 Sun Dec 7 2025 · activity 7 Mon Dec 8 2025 · activity 2 Tue Dec 9 2025 · activity 2 Wed Dec 10 2025 · no activity Thu Dec 11 2025 · activity 2 Fri Dec 12 2025 · activity 2 Sat Dec 13 2025 · activity 1 Sun Dec 14 2025 · activity 3 Mon Dec 15 2025 · activity 2 Tue Dec 16 2025 · activity 1 Wed Dec 17 2025 · activity 4 Thu Dec 18 2025 · activity 1 Fri Dec 19 2025 · activity 5 Sat Dec 20 2025 · activity 4 Sun Dec 21 2025 · no activity Mon Dec 22 2025 · activity 4 Tue Dec 23 2025 · activity 1 Wed Dec 24 2025 · activity 2 Thu Dec 25 2025 · activity 4 Fri Dec 26 2025 · activity 2 Sat Dec 27 2025 · activity 4 Sun Dec 28 2025 · activity 5 Mon Dec 29 2025 · activity 4 Tue Dec 30 2025 · activity 3 Wed Dec 31 2025 · activity 1 Thu Jan 1 2026 · no activity Fri Jan 2 2026 · activity 6 Sat Jan 3 2026 · activity 7 Sun Jan 4 2026 · activity 9 Mon Jan 5 2026 · activity 4 Tue Jan 6 2026 · activity 3 Wed Jan 7 2026 · activity 6 Thu Jan 8 2026 · activity 1 Fri Jan 9 2026 · activity 1 Sat Jan 10 2026 · activity 1 Sun Jan 11 2026 · activity 2 Mon Jan 12 2026 · activity 4 Tue Jan 13 2026 · activity 3 Wed Jan 14 2026 · activity 3 Thu Jan 15 2026 · activity 5 Fri Jan 16 2026 · activity 8 Sat Jan 17 2026 · activity 7 Sun Jan 18 2026 · activity 7 Mon Jan 19 2026 · activity 5 Tue Jan 20 2026 · activity 3 Wed Jan 21 2026 · activity 5 Thu Jan 22 2026 · activity 14 Fri Jan 23 2026 · activity 6 Sat Jan 24 2026 · activity 3 Sun Jan 25 2026 · activity 5 Mon Jan 26 2026 · activity 7 Tue Jan 27 2026 · activity 8 Wed Jan 28 2026 · activity 6 Thu Jan 29 2026 · activity 5 Fri Jan 30 2026 · activity 6 Sat Jan 31 2026 · activity 2 Sun Feb 1 2026 · activity 4 Mon Feb 2 2026 · activity 4 Tue Feb 3 2026 · activity 6 Wed Feb 4 2026 · activity 4 Thu Feb 5 2026 · activity 2 Fri Feb 6 2026 · activity 4 Sat Feb 7 2026 · activity 5 Sun Feb 8 2026 · activity 1 Mon Feb 9 2026 · activity 5 Tue Feb 10 2026 · activity 3 Wed Feb 11 2026 · activity 2 Thu Feb 12 2026 · activity 4 Fri Feb 13 2026 · activity 6 Sat Feb 14 2026 · activity 5 Sun Feb 15 2026 · activity 6 Mon Feb 16 2026 · activity 3 Tue Feb 17 2026 · activity 5 Wed Feb 18 2026 · activity 3 Thu Feb 19 2026 · activity 3 Fri Feb 20 2026 · activity 3 Sat Feb 21 2026 · activity 7 Sun Feb 22 2026 · activity 2 Mon Feb 23 2026 · activity 2 Tue Feb 24 2026 · activity 2 Wed Feb 25 2026 · no activity Thu Feb 26 2026 · activity 2 Fri Feb 27 2026 · activity 5 Sat Feb 28 2026 · no activity Sun Mar 1 2026 · activity 3 Mon Mar 2 2026 · activity 2 Tue Mar 3 2026 · activity 5 Wed Mar 4 2026 · activity 3 Thu Mar 5 2026 · activity 3 Fri Mar 6 2026 · activity 2 Sat Mar 7 2026 · no activity Sun Mar 8 2026 · activity 2 Mon Mar 9 2026 · no activity Tue Mar 10 2026 · activity 5 Wed Mar 11 2026 · activity 3 Thu Mar 12 2026 · activity 6 Fri Mar 13 2026 · activity 6 Sat Mar 14 2026 · activity 4 Sun Mar 15 2026 · no activity Mon Mar 16 2026 · no activity Tue Mar 17 2026 · activity 3 Wed Mar 18 2026 · activity 3 Thu Mar 19 2026 · activity 2 Fri Mar 20 2026 · activity 4 Sat Mar 21 2026 · no activity Sun Mar 22 2026 · activity 1 Mon Mar 23 2026 · activity 3 Tue Mar 24 2026 · no activity Wed Mar 25 2026 · activity 3 Thu Mar 26 2026 · activity 4 Fri Mar 27 2026 · activity 5 Sat Mar 28 2026 · activity 2 Sun Mar 29 2026 · activity 3 Mon Mar 30 2026 · activity 2 Tue Mar 31 2026 · activity 4 Wed Apr 1 2026 · activity 5 Thu Apr 2 2026 · activity 3 Fri Apr 3 2026 · activity 2 Sat Apr 4 2026 · activity 2 Sun Apr 5 2026 · activity 1 Mon Apr 6 2026 · activity 3 Tue Apr 7 2026 · activity 2 Wed Apr 8 2026 · activity 6 Thu Apr 9 2026 · activity 6 Fri Apr 10 2026 · activity 4 Sat Apr 11 2026 · activity 4 Sun Apr 12 2026 · activity 6 Mon Apr 13 2026 · activity 3 Tue Apr 14 2026 · activity 5 Wed Apr 15 2026 · activity 4 Thu Apr 16 2026 · activity 5 Fri Apr 17 2026 · activity 4 Sat Apr 18 2026 · activity 3 Sun Apr 19 2026 · activity 2 Mon Apr 20 2026 · activity 4 Tue Apr 21 2026 · activity 5 Wed Apr 22 2026 · activity 2 Thu Apr 23 2026 · activity 5 Fri Apr 24 2026 · activity 3 Sat Apr 25 2026 · activity 5 Sun Apr 26 2026 · activity 3 Mon Apr 27 2026 · activity 2 Tue Apr 28 2026 · activity 3 Wed Apr 29 2026 · no activity Thu Apr 30 2026 · activity 4 Fri May 1 2026 · activity 1 Sat May 2 2026 · activity 6 Sun May 3 2026 · activity 3 Mon May 4 2026 · activity 6 Tue May 5 2026 · activity 4 Wed May 6 2026 · activity 2 Thu May 7 2026 · activity 4 Fri May 8 2026 · activity 9 Sat May 9 2026 · activity 4 Sun May 10 2026 · activity 1 Mon May 11 2026 · activity 3 Tue May 12 2026 · activity 4 Wed May 13 2026 · activity 3 Thu May 14 2026 · activity 4 Fri May 15 2026 · activity 2 Sat May 16 2026 · activity 1 Sun May 17 2026 · activity 3 Mon May 18 2026 · activity 6 Tue May 19 2026 · activity 4 Wed May 20 2026 · activity 2 Thu May 21 2026 · activity 6 Fri May 22 2026 · activity 1 Sat May 23 2026 · activity 1 Sun May 24 2026 · activity 4 Mon May 25 2026 · activity 3 Tue May 26 2026 · activity 3 Wed May 27 2026 · no activity Thu May 28 2026 · no activity Fri May 29 2026 · activity 2 Sat May 30 2026 · no activity Sun May 31 2026 · activity 2 Mon Jun 1 2026 · activity 4 Tue Jun 2 2026 · activity 3 Wed Jun 3 2026 · activity 5 Thu Jun 4 2026 · activity 6 Fri Jun 5 2026 · activity 3 Sat Jun 6 2026 · activity 2 Sun Jun 7 2026 · no activity Mon Jun 8 2026 · activity 5 Tue Jun 9 2026 · activity 2 Wed Jun 10 2026 · activity 3 Thu Jun 11 2026 · activity 3 Fri Jun 12 2026 · activity 2 Sat Jun 13 2026 · no activity Sun Jun 14 2026 · activity 3 Mon Jun 15 2026 · activity 3 Tue Jun 16 2026 · activity 14 Wed Jun 17 2026 · activity 2 Thu Jun 18 2026 · activity 5 Fri Jun 19 2026 · activity 7 Sat Jun 20 2026 · activity 10 Sun Jun 21 2026 · activity 13 Mon Jun 22 2026 · activity 8 Tue Jun 23 2026 · activity 4 Wed Jun 24 2026 · activity 2 Thu Jun 25 2026 · activity 15 Fri Jun 26 2026 · no activity Sat Jun 27 2026 · activity 2 Sun Jun 28 2026 · activity 4 Mon Jun 29 2026 · no activity Tue Jun 30 2026 · no activity Wed Jul 1 2026 · activity 5 Thu Jul 2 2026 · activity 10 Fri Jul 3 2026 · no activity Sat Jul 4 2026 · activity 14 Sun Jul 5 2026 · activity 12 Mon Jul 6 2026 · no activity Tue Jul 7 2026 · activity 9 Wed Jul 8 2026 · no activity Thu Jul 9 2026 · activity 12 Fri Jul 10 2026 · no activity Sat Jul 11 2026 · activity 10 Sun Jul 12 2026 · no activity Mon Jul 13 2026 · no activity Tue Jul 14 2026 · activity 10 Wed Jul 15 2026 · no activity Thu Jul 16 2026 · activity 15 Fri Jul 17 2026 · no activity Sat Jul 18 2026 · activity 13 Sun Jul 19 2026 · activity 10 Mon Jul 20 2026 · no activity Tue Jul 21 2026 · activity 4 Wed Jul 22 2026 · no activity Thu Jul 23 2026 · activity 9 Fri Jul 24 2026 · no activity Sat Jul 25 2026 · activity 10 Sun Jul 26 2026 · activity 15 Mon Jul 27 2026 · no activity Tue Jul 28 2026 · no activity Wed Jul 29 2026 · no activity Thu Jul 30 2026 · activity 11 Fri Jul 31 2026 · no activity Sat Aug 1 2026 · activity 13 Sun Aug 2 2026 · activity 10 Mon Aug 3 2026 · no activity Tue Aug 4 2026 · activity 5 Wed Aug 5 2026 · no activity Thu Aug 6 2026 · activity 6 Fri Aug 7 2026 · no activity Sat Aug 8 2026 · no activity Sun Aug 9 2026 · no activity Mon Aug 10 2026 · no activity Tue Aug 11 2026 · no activity Wed Aug 12 2026 · no activity Thu Aug 13 2026 · no activity Fri Aug 14 2026 · no activity Sat Aug 15 2026 · activity 12 Sun Aug 16 2026 · activity 10 Mon Aug 17 2026 · no activity Tue Aug 18 2026 · activity 2 Wed Aug 19 2026 · no activity Thu Aug 20 2026 · activity 6 Fri Aug 21 2026 · no activity Sat Aug 22 2026 · activity 2 Sun Aug 23 2026 · activity 10 Mon Aug 24 2026 · no activity Tue Aug 25 2026 · activity 6 Wed Aug 26 2026 · no activity Thu Aug 27 2026 · no activity Fri Aug 28 2026 · no activity Sat Aug 29 2026 · no activity Sun Aug 30 2026 · no activity Mon Aug 31 2026 · no activity Tue Sep 1 2026 · activity 4 Wed Sep 2 2026 · no activity Thu Sep 3 2026 · activity 15 Fri Sep 4 2026 · no activity Sat Sep 5 2026 · activity 12 Sun Sep 6 2026 · no activity Mon Sep 7 2026 · no activity Tue Sep 8 2026 · no activity Wed Sep 9 2026 · no activity Thu Sep 10 2026 · no activity Fri Sep 11 2026 · activity 6 Sat Sep 12 2026 · activity 16 Sun Sep 13 2026 · activity 6 Mon Sep 14 2026 · activity 7 Tue Sep 15 2026 · activity 4 Wed Sep 16 2026 · activity 2 Thu Sep 17 2026 · activity 4 Fri Sep 18 2026 · no activity Sat Sep 19 2026 · activity 16 Sun Sep 20 2026 · activity 11 Mon Sep 21 2026 · activity 7 Tue Sep 22 2026 · activity 16 Wed Sep 23 2026 · activity 16 Thu Sep 24 2026 · activity 16 Fri Sep 25 2026 · activity 16 Sat Sep 26 2026 · activity 16 Sun Sep 27 2026 · activity 16 Mon Sep 28 2026 · activity 16 Tue Sep 29 2026 · activity 16 Wed Sep 30 2026 · activity 16 Thu Oct 1 2026 · activity 16 Fri Oct 2 2026 · activity 16 Sat Oct 3 2026 · activity 16 Sun Oct 4 2026 · activity 13 Mon Oct 5 2026 · activity 16 Tue Oct 6 2026 · activity 16 Wed Oct 7 2026 · activity 16 Thu Oct 8 2026 · activity 16 Fri Oct 9 2026 · activity 16 Sat Oct 10 2026 · activity 15 Sun Oct 11 2026 · activity 16 Mon Oct 12 2026 · activity 15 Tue Oct 13 2026 · activity 15 Wed Oct 14 2026 · activity 16 Thu Oct 15 2026 · activity 16 Fri Oct 16 2026 · activity 16 Sat Oct 17 2026 · activity 12 Sun Oct 18 2026 · activity 16 Mon Oct 19 2026 · activity 9 Tue Oct 20 2026 · activity 15 Wed Oct 21 2026 · activity 16 Thu Oct 22 2026 · activity 7 Fri Oct 23 2026 · activity 1 Sat Oct 24 2026 · activity 2 Sun Oct 25 2026 · activity 1 Mon Oct 26 2026 · no activity Tue Oct 27 2026 · activity 4 Wed Oct 28 2026 · activity 1 Thu Oct 29 2026 · activity 2 Fri Oct 30 2026 · activity 13 Sat Oct 31 2026 · activity 16 Sun Nov 1 2026 · activity 2 Mon Nov 2 2026 · activity 17 Tue Nov 3 2026 · activity 52 Wed Nov 4 2026 · activity 30 Thu Nov 5 2026 · activity 37 Fri Nov 6 2026 · activity 17 Sat Nov 7 2026 · activity 23 Sun Nov 8 2026 · activity 41 Mon Nov 9 2026 · activity 7 Tue Nov 10 2026 · activity 20 Wed Nov 11 2026 · activity 6 Thu Nov 12 2026 · activity 16 Fri Nov 13 2026 · no activity
Active on 297 days in the past year · updated 2026-11-13

nomorecocaine:~/posts$ cat 2026-11-11-so-this-is-a-bit-of.md

So, KUVA. My sideproject of a sideproject. Or something like that.

So, this is a bit of project. Never done anything like this. What I am trying to do here is to simulate a person, or a personality. There's no dialogue, basically I use a REPL and "why" which then tells me what it feels and why. Basically it's a "person" shaped thing that I can interact with limited activities, and it changes mood, and responds to things. Reponses to which change the "person".

It's very extensive with a lot of experimentation, and being confused. Had to read about Psi Theory, OCC Appraisal, ALMA Mood model, and what else crazy bullshit that psychologists come up with, in addition to programmers and philosophers. It's a never-ending rabbit-hole that I have no idea how to escape.

Anyway, right now I have three prototypes, none are anywhere near done. They all share rough idea of there being different layers that change in different speds. Fast emotions leak into slower moods, which then even slower beliefs and so forth.

Currently I tried three ways to approach this same architecture, more or less:

  1. I did everything by hand, special rule after special rule. It worked, but goddamn that's a lot of code with no universal function to be seen. First proto, off to the trash.
  2. Basically everything is data now, instead of code, and it all comes down to the "what will this bring me?" question as the central tenent of the personality construct.
  3. Concerns. The same as second, but now the central tenent is what it cares about rather than what it gets out of things.

Not sure if I'll consider this third version the final version... but it is the furthest along, if that's worth anything.

I still would need to tackle the idea how to communicate with this "person"... in a game. It'd make for an interesting dating simulator, since there's no way I can script anything at all for this. They are who they are. Which is somewhat randomly generated per playthrough.

We'll see how this idea progresses. Even if I get this working and I crack the dynamic dialogue system as well... then we'd still be at most 1/3rd way through. It would still need actual game around it. Le sigh.

nomorecocaine:~/posts$

NoMoCo

So, yeah... there's been a storm of ludicrious numbers on the heatmap. I did try to avoid that from happening, but... I think I'll just not care from now on? To make things short: Basecamp activity is still limited, so we won't be seeing 100+ activies per day when I decide to clean up old notes, or something. But my GITEA server is going to report raw numbers -- on top of whatever Basecamp reports. I've added several new repos to my server, and I've been diligent on keeping them up to date, even though I do only small changes to documentation. So I've gotten some pretty damn big numbers. Honestly, that was an accident. I wanted to keep the heatmap simmering instead of screaming.

So to speak.

But I forgot that each additional repo will add "noise". At this point, I'm thinking I might even add my Obsidian vaults to my Git, since we're already such damn high numbers. I forget what the top number is but we're well over 30 activities per day already. So that's probably half Basecamp and half Git activity, if I had to guess. I have no way to tell them apart after the fact.

nomorecocaine:~/posts$ cat 2026-11-09-so-this-website-is-getting-a.md

So, this website is getting a new look. Right now this post is not going to be published... at least not right away. I'm also going to return the ability (to me) to publish straight to Bluesky as well. Also, yes, there was again another riot of heatmap stuff... I'll come back to that and explain it later. It's way too late in the evening to get into that right now.

nomorecocaine:~/posts$

nomorecocaine:~/posts$ cat 2026-10-29-so-finally-the-storm-of-basecamp.md

So, finally the storm of Basecamp has abated. Most of the design work is done... for now? Maybe? I'll start working on some Rust code now. We'll see how it goes, and if Basecamp will be hit again a lot. Should be a lot more sane number of changes rather what the last few weeks were like. So much churn. Well... back to work.

nomorecocaine:~/posts$

NoMoCo

Okay, ALLEGEDLY, I should find out THIS week what's my future at the company looking like. We're done with Wednesday, so I am... not skeptical, but it is a bit late in coming. Anyway, as you all know -- if I stay full-time employee, then I will have to "downsize" the Patreon into a tip-jar, because there is no way I can meet any schedule worth paying for. On the other hand, I can't close the Patreon because I am grandfathered into the lower fees, so closing the Patreon will just mean if I start it again, I'll lose bigger chunk of the money to Patreon. So, tip-jar.

ALSO, you might have noticed the crazy growth in the activity of the heatmap. Don't get too excited, I just plugged Basecamp into it, although it does have a limit how much it contributes. Otherwise I'd have some insane numbers there for every time I write a note to Basecamp. This is just so that you can tell I am still alive and working on things, even if it might not be code or art.

That said, cross your fingers that I find out what my employment looks like in near future. Then we can actually plan things.

NoMoCo

Working finally on some new code. Now, I am the first to admit that I am not much of a coder. I am far more interested in the end-product than the actual process of coding. But I do love myself some systems design and rule work. I think I am finally getting used to the new job? I mean, I am not quite so totally blank after I come home from work. It's been a real struggle to work on the game, and the systems after work. I have NOT written anything, because I've felt like I have zero creativity to give. So... yeah, it's been a real struggle. I still don't know how this work pans out, but I can safely say that if it becomes regular 9 to 5, I will absolutely have to rework my Patreon as I have no idea what I can even feasibly push out.

Of course, I still have no idea how it all works out. So, painting devils on the walls, as we say in Finland. But, at least this weekend has gone well so far, so that's positive sign for the game.

NoMoCo

This week/weekend went a bit haphazard as far as working on the game went. My partner had her last week of vacation time, so I felt obliged to spend as much time with her as possible -- especially in light of her partially crippling injury that she received at the start of the summer. So I didn't have a whole lot of time to spare for the game. But I did occasionally di some minror things, but probably nothing that shows on the heatmap. That said, August is now done, and I'll see if I can actually work on the game a bit more now. The job is still stealing all the hours in the day, or that is how it feels sometimes, but I'll do my best.

NoMoCo

A bit late, but that one empty week there? For some reason this whole system that automatically builds the heatmap died. In addition, I don't know why. The error handling was robust enough not to do anything bad -- but not robust enough to give me useful error information. I might have not have noticed unless one of you Patrons told me that this was happening. I don't really look at this page too often -- it's pretty set it and forget it. That said, soon after that I got sick. Snot. Cough. Fever. All the fun stuff. So this week has been a bit of a disappointment.

Anyway, I am working on the travel system. If you squint, it is done. Ignore the missing content, missing combat and social encounters. I am now mostly working on the social encounter system, then the minimal combat, and then I'll work on the content and the encounters. Once THAT is done... I need to create the locations where the player can even travel into. So, yeah, it's still a lot of stuff to be done.

That said, then ... I think we only have the "level editor" to be added to the game and all the "big" features should be in the game. I'll have to get back to you on whether that's actuall an factual statement, or wishful thinking. But... the end is nigh? Or something like that.

NoMoCo

Okay, now CTRL-Skip related bugs (panels not showing, backgrounds not loading, music possibly not playing, etc) should be fixed and guarded against. This was quite the thing to do, because by initial design my dialogue system is "stateless". It runs independently of the game, the idea was that I can essentially show any dialogue anywhere and as far as game thinks: nothing happened. This is useful, for example for cutscenes. But, as it happens, I organically decided to add the control flow of the game (what music plays, what poses characters have, what background is on the screen, etc) into dialogue files... suddenly, skipping dialogue became a bit fraught with danger. It should all be fixed now, I think. Hope. Pray. I'm thinking I can probably push out the next version during the weekend. Friday might have been possible otherwise, but Fridays are baaad days for me to do any work on the game.

NoMoCo

Fixed some minor bugs, made entering Locations more intuitive. Now all "hotspots" highlight when pressing down ALT and also when mouse hovering over them, so you don't need to "pixel hunt" anything. Although to be honest, that was not really a thing in the game. Next, I'll probably see if I can address some bugs that can happen when CTRL-skipping text. I've already implemented several fixes on that end, but it has some fundamental issues that I might want to address first. Basically, trying to reduce jank.

nomorecocaine:~/posts$ cat 2026-07-16-okay-the-location-system-as-i.md

Okay, the [Location] system as I call it in my head is now simplified. I killed bunch of dead code. How it works now is how it should have done from the start... but for historical reasons (too complicated to explain here) I had much more convoluted way of displaying a location. What this means is that when you go into a Room, that is a capital letter "Room". When you click on, let's say the shower, and you see a dialogue panel style view of the shower -- that is a "Location".

Now, technically speaking, there is almost no difference between a normal dialogue panel during story beats, and the view of the Location. Before, those two were completely separate and different things, although using same graphics. Architecturally, this makes making Rooms and adding Locations much easier as I don't have to juggle basically pointless differentiation between a dialogue panel and a location panel. Now I just create a dialogue panel, add interactive areas as needed, and tell Room that this spot opens this Location -- and it's done.

nomorecocaine:~/posts$

NoMoCo

Well... great. Saturday a storm hit, and knocked out the power. There's trees down everywhere on the property, fences broken, the whole village is broken. So, yeah... I have power -- for now -- but it's intermitted. So, I am off to trying to fix the yard, fences, and that one tree that fell on one of the buildings. Christ.

NoMoCo

Someone turn on the AC outside. It's way too hot. Lucky that I don't have to do any GPU bound stuff, or I'd be melting in this office. This room has no central AC. So GPU running full-tilt will just straight up heat this room.

NoMoCo

I think I got the "location" system simplified and working much better. It's teh system where you click on a spot on the diorama in the room, and you get the VN panel display. It's now much simpler and better system, just need to roll it out every room. It's for now only in bathroom, donna's room, and living room. The reason for working on this? It simplifies the future "level editor" that I'll use to quickly create new rooms.

NoMoCo

So, just as a general informational. Because of the new job, I won't be able to work on the game basically at all during mon/wed/fri. This should be reflected pretty well on the heatmap, but just letting everyone know. I'll still work when I can, but right now it looks like bulk of the work will happen during weekends.

A Temporary Job

To tell anyone who reads this page, but not the Patreon/SS Progress Reports: I was running low on funds. I have been working on this game as a "full time" worker, because I have been unemployed. Naturally, due to the laws here, I have also been actively looking for a job. But honestly, you can't spend the whole day on that, it's not how the job market works here in modern days. You just send a lot of applications via websites and hope for the best.

Read the rest →

NoMoCo

So, minor delays. I need to go to a job interview on Monday, since I am starting to run out of money and actually need to work on something else than the game for a living. Depending on how it goes, we'll see if there are any further delays. Otherwise things are going well. Sonja's nude sprite set is done and in the game. I am now writing a scene with her nude set in play. Once that's done, I'll add what systems I can. I have added the "SWAY" system in the game -- but it's ugly as sin. After the writing is done, doing proper art for that system is next on the line.

NoMoCo

Today, no progress report. I'll be making them bi-weekly, to save on time. It's not that they take THAT long, but let's say it takes an hour to write, then I have to post it to both Patreon and Subscribe Stars, and all that, plus add screenshots. It's a problem, because I can't start a job I can't stop -- I always know that at latest on Wednesday I need to write it up. So it quite often 'interrupts' my flow. Let's see if this is any help. Writing these microblogs is much less work. Like, it's just throwing dirt in Twatter or something.

All updates →