existence log stardate all of august apparently ig idk (Patreon)
Content
hi team
i was going to make a post because i was happy that after swimming through a sea of one thousand eight hundred and forty nine gahillion bugs, i finally convinced the game to stop crashing long enough to complete a playtest
incredible
but that was like eight hours ago, the buzz has worn off, completing one playtest is nothing, i must complete ALL the test of play until ALL bug are dead
but cool milestone anyway ig
let's go back to that thing where i report on everything i've done each day because it's surprisingly good at making me feel like i've done anything with my life
unfortunately my memory doesn't go very far back but we'll see what we can do
8/6
- playtest, collected a lot of bugs to fix over the next few days
- added a minimum attack boost to rogue skill Audacity
- fixed a bug where the summary screen crashed if a unit had no element set on their core
- added a function to help story events pick up units by name
- split up AI functions so that AI could pick up where it leaves off after story events
- was disheartened to see that splitting up the AI functions so that AI could pick up where it leaves off after story events did not actually make AI pick up where it left off after story events
8/7
- remembered how to actually fix the above bug since i had already done most of the work for it before
- adjusted shaking text effect to look angyier
- was deeply confused as to why my offline game was yelling about me about my internet connection

- seriously what do you care, why are you telling me this. it's never happened before or since, either.
- fixed a bug where if reinforcements stepped on a tile that already had an event on it, they would be unable to be selected and be stuck there forever
- fixed a bug which caused glasya to take off his hair, throw it on the ground and disappear entirely otherwise

- tried to fix a bug with blitting (cursed statement) which then disappeared enduringly when i tried to test it directly, and reappeared only when i was not testing it because it hates me
8/8
- stream! made some alternate poses for overworld sprites
8/9
- adding story events
- for science, tested for lag. on our obscenely large map, we run at 60 FPS on limited hardware settings, with around 360 events. no signs of faltering; just didn't want to keep adding more after that point.
for comparisson, pre-optimization reborn (18.2 + prior) starts lagging at around 160.
i do not foresee us ever needing more than 300 per map. the demo chapter uses about 200 and it is already unnaturally busy.
8/10
- more story events
- polishing title screen music
- discovered that we can edit map files through a text editor!! great for some tedious problems, and stability/accessibility/diff checking
- fixed a bug where a unit moved 3 times in a row because it tried to spawn the same reinforcement two extra times
8/11
- tuesday.
- briefly tried to testplay game with cass
- it was a mess
- had anxiety.
- died.
8/12
- added some more methods to help story events get the unit objects they need to function
- fixed bugs in those methods whups
- fixed a bug where maps without parallaxes would just break when loaded by a save file
- fixed a bug where glasya would forget lynnoe had a core when they're partnered up
- added a jump-to-next-unit button with cass
- fixed a bug where Tooth and Buckle would stack up more and more copies of dead Lynnoe in the player's team as it was used
- casually renamed Tooth and Buckle to Tooth and Buggle because there's a 0% chance that this skill won't be completely cursed for the entire development cycle.
- fixed the method that gets units by name to only return units that are alive
- added a pan effect to jump-to-next-unit button
- lengthened enemy crits to give players more of a chance to dodge
- made ranged attacks have a longer time to be hit during, lowered cooldown for hitting them, and made hit block bigger for them
- reduced dodge cooldown on successful dodges so back-to-back attacks can be dodged
- shrunk armatures to match combat scene a little
- fixed a bug where ranged attacks missed even when properly input
- changed track so that crit blocks now subtract their length from normal hit blocks so they don't exceed the max width
- fixed a bug where it was possible to turn a unit without moving by opening combat forecast and closing it
- stairs now focus camera on the unit as they come up from them
8/13
- fixed next-unit button to skip waited units
- changed action commands to not auto-wait units when used since that was almost never necessary and just made more work to have to unwait and rewait to do stuff with them
- fixed a bug where the crit-lengthening thing up there ^ never worked anyway
- wondered how Tooth and Buckle ever even prtenended to work in the first place
- fixed something with it idek anymore
- implemented handling for AI vs AI combat
8/14
- finished and posted title screen music!
8/15
- stream! worked on some backgrounds!
- worked more on them after stream too.
- died on them.
8/16
- fixed a bug where the AI freezes if a unit tries to move to a spot where another unit already is
- ...or so i thought.....
8/17
- realized that everything i did yesterday made the AI very broken and janky
- added handling for the AI to know how to chase down a particular target
- finished the backgrounds!
- made various fixes to the map parallaxes for visual improvements and consistency
8/18
- surprisingly productive tuesday.
- added handling for backgrounds to be defined per-area part of each map
- added preloading for backgrounds based on said lists per map
- adjusted some models to show at the right height per background
- fixed another bug with tooth and buckle and started a shaming counter for how many times that skill breaks. currently: 3
- fixed a bug where the AI would crash if it didnt have a target
8/19
- background testing, play testing
- not much else?
- honorary tuesday.
8/20
- split up + prepped the final combat model for the demo
8/21
- more music stuff!
- accidentally spilt soda on my computer and therefore did. not. touch it. for the rest of the day.
- its ok dont worry
8/22
- stream! zaharald animations finished!
8/23
- story events
- music
- died
8/24
- tuesday
- dead
- did all animations for the lyulire
- also ranged attack animations for star
8/25
- playtesting, general bugginess....
- cried when the AI still froze for the same reason as before
- implemented handling for ranged animations
- did all animations for the alchemintx

- fixed a bug where cutscene skip made star flop over on the ground
- me when cutscene skip breaks things:

- added star flopped over on the ground as an emoji to the dev server.
- encountered another AI freeze after that.

8/26
- fixed a bug with Tooth and Buckle where the turn doesn't end when lynnoe merges into glasya
- fixed a bug with jump-to-next button where it crashes when there is nothing left to jump to
- fixed a bug where story event triggering early froze the game
- AI freeze.
- crash to desktop.
- could not recreate crash to desktop.

- finally convinced the game to not freeze long enough to make it to the end of the chapter!
- fixed some bugs relating to the end of the chapter.
- fixed a bug where movement ranges did not consider directional passability from the tile we originate from
- fixed a bug where movement ranges considered directional passability backwards.
yeah....
...good night.
