Dev Journal: On Course!

Glancing at my last public journal, it feels like that was so far back it might as well be another world. I proceeded to tear into my work with a vengeance after that, and I was pretty proud of my progress when I posted another journal to my supporters. I’ve slowed down after that, but I’m still pretty happy with everything I’ve gotten done so far.

At this point, the majority of the Interp-Theory Mind is online. Characters in Project Wild One are starting to act in more interesting and reasoned ways, running purely and entirely off the ITM. There are still a lot of big gaps that need filling, but the Course system is online, I have new debug tools for reading deep into the system, and I’m gradually transitioning from building the system to tuning it. There’s still a lot to be done before it can ship, but at this point it’s more about picking what point is “Good Enough” for a release than having any function at all.

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Dev Journal: Got a Stew Going

It’s been a lot of ups and a lot of downs, but development on The Big One is moving steadily. I’m up to my elbows in Project Wild One, building out the Interp-Theory Mind to finally be a complete, handcrafted, end-to-end system for turning input into decisions in a logical and emotional way.

That’s the short version. I’m still working on it. I had a lot of problems early on, but it’s going pretty good right now. I can’t say I’m almost done or anything though, I’m still in the meat of it. Want the long version? Read on.

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Dev Journal: Project Wild One’s Missing Heart

Let’s talk about my large-scale plan for Project Wild One, and where we are in it now. I’ve had a lot of feedback during development either saying folks couldn’t understand where exactly I was going with the game’s design, or else making suggestions that are clearly based on a very different vision for this game from mine. This is fair, for two reasons.

The first is that I didn’t go into development of this game with a complete vision of what this game would actually be in the end. I’m still figuring out some of it now. The second reason is that, for all the work I’ve put in so far, the game still doesn’t actually have its most important element installed yet. There’s a lot going on with these two facts, so let’s dive in!

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Project Wild One v0.10 Now Public!

Download it now from the menu on the left, or maybe above on mobile! If you want all the details on what’s new in this version, check out the announcement here! I’ve been wiped out with the bug going around and that’s delayed things, but I’m still hoping to put together a big Dev Journal soon to talk about where we are in the grand scheme of things more. Keep an eye out!

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Dev Journal: For the Long Haul

v0.09 was supposed to be a light, quick update, but it turned into a bit of a beast when I really got into developing animations. So I felt like jumping straight into another long, slow update would be discouraging– for me, and for the players. So I put the question to my supporters. I offered a lot of ideas for smaller things I could work on, and asked if they wanted me to focus on one (or a few) of those instead for a little while, and ship a smaller update in between these big chonky ones. And the results came back pretty clearly in favor of taking a break to work on some small stuff!

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Project Wild One v0.09 Now Public!

Get all the info on what’s new in this update over here! You can download the new version from the menu on the left, or maybe above on mobile! This one definitely took longer than I’d hoped, I got carried away developing all those new skills and systems, but I think it does a lot for the player experience. The next update should come much sooner, the supporters have voted for a little update to add some much-requested features! Keep an eye out for a dev journal here before long talking more about all that!

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Project Wild One v0.09: In Motion and At Rest

The big feature for this update is the jump from “text game” to “text game with some flashy little animations!” I’ve had a lot of ideas for how to make Project Wild One more visually appealing and more graphically evocative, but it’s really tough to make that work when one of the core goals of the game is flexibility– characters can be many different species with drastically different forms, engaged in many different activities. (Even just the furries in the game will look drastically different from each other, but as written, the game could already theoretically support nagas, taurs, micros, macros, tentacle monsters, just about anything with a fairly consistent body shape. Slimes would probably be disappointing until I did some more work on the engine.) But yeah, how do you make any kind of art for a system like that without just slamming out an impossibly large number of pieces that each could only be used in very specific circumstances?

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Dev Journal: Big Moves

Since I started working on PWO, my mental list of things I’d like to add or change has only grown longer and longer with time– I always come up with ideas faster than I can implement them all properly, so there were tons of things I’d love to do with this time. But I know that, while in the long term the ITM system will make the game better for everyone, it doesn’t make for a very exciting or flashy update, and the game still doesn’t have a lot of appeal for new players as it stands. I wanted to find something that’s really going to draw in new players and raise the profile of the game, and when I was going down the list, I realized there was one thing that would do that better than anything else, and I’d just recently heard that it might be easier to do now than I’d ever thought it could be before.

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Project Wild One v0.08 Now Public!

Download it now through the menu on the left, or possibly above on mobile! This was a HUGE update, so be sure to read about what all has been changed and added in the announcement here! My thanks again for everyone’s patience, this was hopefully the longest an update will ever take for the game, we really got a lot accomplished with this one! Keep an eye out for a Dev Journal going out to supporters before long that I think you’ll find pretty exciting, too…

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