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  <title>NOMORECOCAINE · Blog</title>
  <id>https://www.kingfear.com/c/blog/atom.xml</id>
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  <updated>2026-10-21T00:00:00+03:00</updated>
  <author><name>NoMoCo</name></author>
  <entry>
    <title>What&#39;s Up Doc?</title>
    <id>https://www.kingfear.com/posts/2026-10-21-so-what-have-i-been-up/</id>
    <link rel="alternate" type="text/html" href="https://www.kingfear.com/posts/2026-10-21-so-what-have-i-been-up/"/>
    <updated>2026-10-21T00:00:00+03:00</updated>
    <category term="blog" label="Blog"/>
    <content type="html">&lt;p&gt;So, what have I been up to? Well, to make this simple:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Coding is fast and easy to do, even if I am working.&lt;/li&gt;
&lt;li&gt;Art is almost impossible to do.&lt;/li&gt;
&lt;li&gt;Writing is between those two, but depends a lot more on my levels of energy.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;So... the reason why the Activity tab is lighting up like crazy is because it picks now Basecamp activity as well, although I have limited the numbers so that Basecamp is capped and never pushes it over 16 activities per day. Otherwise we&#39;d be looking at a heatmap that is just few bright spots where I did a lot of basecamp stuff, and everything else is dark green.&lt;/p&gt;
&lt;p&gt;Anyway. Because coding is easy to do even when I don&#39;t really have time... I have been working on my second game, which I call Kurmu. It&#39;s another lovecraftian story, although sort of a life-sim. Basically, it is about 10x more complicated that Unfor could ever hope to be. Or should be, rather.&lt;/p&gt;
&lt;p&gt;I also started as a side-project that I wanted to sketch down, a third project Kytö.&lt;/p&gt;
&lt;p&gt;But that&#39;s non-existent, just a rough idea and some basecamp work on it, no actual gameplay or code yet.&lt;/p&gt;
&lt;p&gt;I&#39;ve also spent a lot of time learning Rust, as I want to use it in future projects. GDScript, I am fine with. It&#39;s pretty expressive and easy to comprehend, but a lot of stuff that I am interested in is actually rather &quot;simulationist&quot;, and GDScript is not really meant for speed. Even though I absolutely hate algol languages. I learned on CL (common lisp) and used Clojure a long time... so this whole { and ; line ends is driving me insane, never mind the absolute REAMS of syntax that Rust has.&lt;/p&gt;
&lt;p&gt;But Rust has opinions.&lt;/p&gt;
&lt;p&gt;I like languages that have opinions. Zig, for example, only has some vague opinions on such ideas as transparency and explicitness. It does not care how I structure my code or what I do with it.&lt;/p&gt;
&lt;p&gt;Whereas, Clojure or Rust, have &lt;em&gt;very&lt;/em&gt; strong ideas about certain code quality things and how you approach problems. Clojure: Everything is immutable, data over objects, and state changes are explicit and managed. Rust: Everything has only one owner, and if it doesn&#39;t won&#39;t even compile.&lt;/p&gt;
&lt;p&gt;At first glance, Rust sounds like it&#39;s not that &quot;opinionated&quot;. Until you try coding it and nothing compiles at first try.&lt;/p&gt;
&lt;p&gt;Anyway... just letting you know what the &quot;high activity&quot; means. It means that I am writing down a lot of ideas and plans for games, designs, etc. And I am coding multiple projects and trying to learn a coding language by tackling a hilariously complicated project that is way beyond my capabilities. But that&#39;s how I learn.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <title>A Straight Job</title>
    <id>https://www.kingfear.com/posts/2026-09-27-so-i-got-a-new-regular/</id>
    <link rel="alternate" type="text/html" href="https://www.kingfear.com/posts/2026-09-27-so-i-got-a-new-regular/"/>
    <updated>2026-09-27T00:00:00+03:00</updated>
    <category term="blog" label="Blog"/>
    <content type="html">&lt;p&gt;SO! I got a new regular job! Woo!&lt;/p&gt;
&lt;p&gt;Boo!&lt;/p&gt;
&lt;p&gt;Yeah. That means my game projects now are back to being just hobby projects that I will work on &quot;whenever I got time&quot;. Which sucks... because I got a TON of stuff done last year. It was great. But... it paid pennies, as you&#39;d expect for a hobby project that I did for fun.&lt;/p&gt;
&lt;p&gt;But now I&#39;ve got a full-time job, once again, I will have to adjust this Patreon thing. The unfortunate thing is that Patreon has been shifting their fees upwards as time goes by. I am grandfathered in to the older (cheaper) fees, but I can only stay on those if my Patreon stays up. So... yeah, my Patreon is now a tip-jar. I can&#39;t promise any regular releases or anything. I&#39;ll post when I do something worth seeing, and if it&#39;s adult only, it&#39;ll be only available to paying Patrons (Patreon Policy dictates that).&lt;/p&gt;
&lt;p&gt;Other than that... I&#39;ve been working a lot on the various game projects. I am working on an TTRPG (I have been, for years), a ... uh, sort of Pathologic style simulation game, with RPG features, and which is at all nothing like Pathologic. Yeah. That thing. I call it KURMU. If it ever becomes a real game, I you will be the first to know.&lt;/p&gt;
&lt;p&gt;I am of course still working on UNFOR, but my one bottleneck on it is the graphics. Ironically. For ex-illustrator. The style &amp;amp; workflow I chose was &lt;em&gt;fine&lt;/em&gt; for someone who worked on it 8 hours a day, minimum. It&#39;s way less manageable if I have 16 hours or less per week to spend on the game.&lt;/p&gt;
&lt;p&gt;One solution would be to go 3D. Then, I do all the work ahead of time and keep reusing the work. Instead of how it works now: I do ALL the work again and again for everything, I can&#39;t reuse anything.&lt;/p&gt;
&lt;p&gt;That would have slowed the game down a lot, though. I am not sure the first version would have even come out when it did, over year ago, if I had done 3D. All the goddamn work at first would have just slowed me down so much.&lt;/p&gt;
&lt;p&gt;Well, nothing to be done about it now. I have to think about this.&lt;/p&gt;
&lt;p&gt;I&#39;ll see you later,&lt;/p&gt;
</content>
  </entry>
  <entry>
    <title>A Temporary Job</title>
    <id>https://www.kingfear.com/posts/2026-06-27-to-tell-anyone-who-reads-this/</id>
    <link rel="alternate" type="text/html" href="https://www.kingfear.com/posts/2026-06-27-to-tell-anyone-who-reads-this/"/>
    <updated>2026-06-27T00:00:00+03:00</updated>
    <category term="blog" label="Blog"/>
    <content type="html">&lt;p&gt;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 &quot;full time&quot; 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&#39;t spend the whole day on that, it&#39;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.&lt;/p&gt;
&lt;p&gt;Anyway... short story shorter: I got a job. It&#39;s a full day job, so it takes a hefty 11 to 12 hours of my day, if you include travel. So, the game progress will slow the fuck down. Not by choice, but because I need to eat. So there won&#39;t be (average) 3 week release cycle anymore, and I won&#39;t even guarantee monthly updates.&lt;/p&gt;
&lt;p&gt;That said: It&#39;s only for several months. So if I am shit out of luck, I will be working on the game &quot;full time&quot; again when winter approaches, &lt;em&gt;and&lt;/em&gt; looking for another job. But, regardless the game development won&#39;t stop. It just slows down a lot.&lt;/p&gt;
&lt;p&gt;Luckily the game engine is mostly done, so that&#39;s a positive. I can&#39;t imagine trying to build the whole engine when fully employed, but apparently it&#39;s possible since some people have done it. Anyway, I only have few big things to build, and after that we&#39;re in the &quot;Demo&quot; phase where 90% of the work is &quot;content&quot; and not the engine. Right now it&#39;s the other way around. So we&#39;re in a good spot, although I do wish I had managed to finish those last few things (Travel &amp;amp; Level Editor) before this. Oh well.&lt;/p&gt;
</content>
  </entry>
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