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Tripartite update this week.

TLS 1.1.0

We may need to do modification or reconsideration of the new script, which is kind of hanging in the air at the moment. Otherwise, not much has happened with it. Hopefully these post-launch releases won't be too stressful.

The plan hasn't changed otherwise: make 1.1.x into a stable feature build, then keep commissioning scenes to make 1.2.x the big art update. There's actually a nearly-complete set that almost got included here, but I wanted to get this one out. Look forward to it!

Omnipocalypse

There's a relatively modern quote that people love to attribute to Michelangelo or another famous artist: "The sculpture is already complete within the marble block, before I start my work. It is already there, I just have to chisel away the superfluous material."

Regardless of whether the dubious quote is true about sculpture, it is not true about video games. XD I have spent enormous amounts of time creating a big statue-shaped block of marble that will hopefully become the first build of Omnipocalypse. But even accounting for the fact that this first build will be unpolished visually, it's rough, and it's hard to judge how long it will take. I've put tons of stuff into the game, but much of it is inaccessible, untested, or obscured.

Getting closer, though. I hope to finish up the first build the next time I turn my full attentions to the project.

Current Status

While this isn't unique, I don't generally experience burnout in the common way. Juggling a ton of projects? No problem, I'm energized! Dealing with people I find exasperating? Tired and irritable. I'm going to try to work through it, but please be patient with me if I am less than professional or things aren't as prompt as usual.

Comments

Alexander Freeman

Forgot to say it on your last status update, but you might consider playing Expedition 33 for some mechanical ideas for Omnipocalypse. Or maybe you've already played a similar RPG. But they do have the idea of each character having their own unique mechanic / resource system, plus abilities which benefit from or apply one of a small set of debuffs, ultimately making it so you have to make a lot of small decisions because you can't get everything synchronized perfectly. The game also has some comically powerful passive abilities and just feels great to play, but that's less relevant.

sierralee

Played and enjoyed! Some of those mechanics I could pull off solo, some I couldn't, but I'd want to try something like that for a game built around the party having overlapping mechanics. As much as I enjoy straight turn-based combat, I'd be happy to do something with a similar parry system as well, it's just a matter of choosing it for the appropriate project.

Alexander Freeman

Ah, cool! Yeah, no need or expectation to copy all their design mechanics, it’s just a good recent example for a system of shared debuffs and character mechanics.

Rodolfo Sánchez

Honestly I have a trivial question to ask, do last names exist in the last sovereign? Its just that I just noted that I really don’t know the last names of any of the character and I’m really curious about simon’s last name.

Barissia

>Tripartite update >Zero Succubi mentioned >proof that the Chalice states are discriminated against