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man, what, what do you mean it's halfway through the month, uggggh
i feel like i've just been in a fugue the whole time since getting back. i wasn't even sure that was last month. feels like a week ago, maybe two. i've had no energy and no focus the entire time since. haven't been sleeping great, but i'm getting there. i haven't done nothing, but i couldn't tell you what i've done.

part of what we've been doing is preparing to move. in a better universe, we would've actually been moving today. unfortunately a blizzard has delayed our plans not once, but twice now. we only got 20 inches of snow. the neighboring town got a whopping 53. listen, i know it's inconvenient, but if we're gonna get snowed in i want it to count. i want as much as possible. i want it up to my eyeballs. i don't have a problem.

anyway, we're not moving today, we're moving monday. but we had already broken down and packed half of our stuff, including my PC... and then got the call telling us our unit wasn't ready. so we are simply in a Limbo State for a while.

at least after this we will be free of our awful landlord. that's been an ongoing conflict, but we have a place. and once we're in that place, we're not stuck here with him, he's stuck here with us.

anyway, let's talk about some video games.

Reborn

the team has been doing really great work independent of me and everyone helping out deserves a huge shoutout. 

of particular note, the randomizer is now functional for the test version again! this has been a huge hurdle for releases because the overhaul of the back end of the script absolutely knackered the previous randomizer on account of, uh, changing literally everything it depended on. haru really had their work cut out for them, especially since i was not willing to release a public update without it (removing features after two years would suck.) but they have successfully rebuilt that and it's now more flexible than ever. check the patch log channel for a full breakdown of the changes. 

stardust has continued to add more and more puzzles to be skippable for those who hate puzzles or have just already played them to death. lucent has been working hard on the online mode which hasn't been touched in the better part of a decade (literally since we first put it up), among some other features which i expect we'll talk about soon.... and meanwhile cad has continued to spread text to speech features throughout the remote corners of the game to help our new demographic of non-sighted friends make their way through this incredible mess.

with regards to that last matter... we have continued to get a growing number of blind patrons... if i haven't said so already, welcome! we have a new channel set on the discord to help everyone navigate the new accessibility features and the game with them. that said, there is also still very much for us to do and get on top of before we are even caught up with our current accessibility internal to-do goals. so please be patient with us while we are working with the everything!

one more shoutout to enumag for coordinating this all. if you haven't already seen the new posts on our devblog, consider checking them out. some of it is information you all have already been gotten, but some might be fresher:

https://www.rebornevo.com/pr/development/


Starlight

well i sure haven't gotten doodlysquoodly done in the last couple weeks, or at least not as much as i'd like. i am going slightly crazy for it. i am truly hoping to just go ballistic after our move. 

our latest refactoring has been about setting the code up to handle classes properly. in the demo, units share class names and graphics as if these are real unit types, but there is no actual back-end handling for what a Class is. it's exciting to be setting up something that will actually impact gameplay! i am super eager to get to the point where i can just be workshopping the actual game results of that.  for now, we have to get the graphics to preload properly. preloading truly is my nemesis....

in the meanwhile, falcon and smeargle have both been trucking onwards with their respective arts. perry has come back in and saved my ass from particle hell (we were having an issue that prevented us from showing more than one at a time, which sucked) ... but the core blockers at this point are mainly the slew of cats from all these new systems we're adding and refactoring, and my own mental availability to work on the stuff. 

we will get there.

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in the course of talking about all of the above things the teams have been doing (and the fact that it took me about a week longer than i intended to have the energy to make this post), i have realized that i am not the best person to be talking about many of them anyway. perhaps we'll have some posts from some others on the team coming up...




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