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 91 
 on: September 22, 2018, 12:29:24 AM 
Started by Rayblon - Last post by pspeed
And for what it's worth, I also poke at a simple puzzle game from time to time.

It's very bare-bones at the moment and the graphics are basically stand-in.  There's no menu, no animation, etc... but it's playable:
http://simsilica.com/Downloads/balance-desktop-1.0.jar

Clicking a node either gives or receives from all of its neighbors.  The object is to get all nodes to 0.  When one level is complete it unceremoniously pops you into the next level... and it loops back to the beginning when done.

I designed it as a mobile game which is why the aspect is vertical.  I can't decide if it's worth pursuing or not... but every time I put in 30 minutes or an hours worth of time into it, I feel better about it.  So who knows.

 92 
 on: September 21, 2018, 01:00:03 PM 
Started by Rayblon - Last post by pspeed
So how are things going Paul?

Ok.  I fell off of my productivity spreadsheet because of travel and the kids' school starting.  I had no broken chains at all up until August.  I still have a few chains I haven't broken at all (like playing guitar every day) but game development dropped off.

The problem is that this year I have to get up at 5:30 AM to get my daughter up and walk her to the bus stop.  I'm still trying to find a good battle rhythm that gives me time for sleep and working on games.

Over the spring/summer I started working on a jMonkeyEngine showcase game with one of the other team members.  Just a simple FPS to show off some tech.  I was able to solidify a lot of my thoughts about AI, pathfinding, etc. and get familiar with the new physics-based-rendering (PBR) in jMonkeyEngine.  All of these will have Mythruna consequences.  The other developer was helping with the character art and has since become distracted... so now I'm trying to decide if I clean up what I have and publish it for the community or wait.

My next Mythruna related project is to push the libraries I want to open source a little farther along and make a third-person resource+building game to work out town dynamics and stuff.  It would let me publish the mblock block library and the mblock-based physics engine integrated with the SimEthereal networking library.

I've also been 'wasting' some time playing No Man's Sky with the latest updates.  Smiley

Random images to whet your whistle...

SpaceBugs splash screen:


SpaceBugs title menu:


Debugging path finding:


Stand-in graphics for soldiers, creepy head-crab space bugs:


Plasma pistol I made myself in Blender... did a lot of good blender learning this summer: (And learning Substance Painter)


PBR is cool... at the right angle you can even see the smudges on the door panel screen:


Testing random level generation early on... that is left as a future feature at this point:


Reminder of where we left off on the Mythruna open source library projects:



...which is what I'll be getting back to soon I hope.

 93 
 on: September 21, 2018, 05:35:07 AM 
Started by Rayblon - Last post by Rayblon
So how are things going Paul?

 94 
 on: September 20, 2018, 04:38:35 AM 
Started by Rayblon - Last post by Rayblon
This would be a neat weapon.

 95 
 on: September 18, 2018, 06:15:03 PM 
Started by Rayblon - Last post by Rayblon
Hecatoncha Cumula

Hecatoncha Cumula, once known as the titan sky king. When the shattering happened, he remained whole, but fragmented all the same. The sky king became an unwitting scourge, cursed to walk in unending storms, driven to insanity and equally unending rage and desperation by the perpetual chaos.

The hecatoncha cumula is a truly mammoth unshattered so fragmented that its travels bring with it a massive and devastating storm system. Its movement is predetermined and consistent between worlds, as with other unshattered. The main body of this creature appears to be a tempest of ethereal hands, with the fragment entity that is in this world being the only part that attacks(To jog anyone's memory that forgot, unshattered are creatures that exist and overlap within a transdimensional space. One version of the hecatoncha cumula exists in every world, but it bleeds into other worlds and creates an ethereal afterimage in other worlds. They behave similarly enough between worlds that they always share roughly the same space, however, only the iteration native to your current world would know to target you specifically.)

The Hecatoncha Cumula's body that the player would face off against is seemingly avian, with humanoid characteristics but considerably less 'human' than his counterparts within the avian race. In his time, he may have been mistaken for a dragon when in flight, but the devastation he brings with him now is far graver. He is among one of the most powerful unshattered, and may himself be ascended into godhood for his power.

The Hecatoncha Cumula is a great example of what the anomalous effects of being an unshattered may bring with it, as a display of sheer power.

The hecatoncha Cumula is able to strike out with its hands, of course, using sweeping strikes that phase through the land and tear apart anything living it passes through. At range, he sends out afterimages of his claws, which are sent out as projectiles. As they travel, begin to dissociate into a number of projectiles 'vibrating out' of the main afterimage. As they begin to vibrate like this, the electricity fades but their destructive  potential greatly increases, and they degrade structures and harm living targets even more extensively, more dissociated projectiles also causing more widespread damage to the player. He can charge this attack with open hands, accumulating electricity on his claw tips which will cause bands of chain lightning to leap between the afterimages and scorch the area nearby.

He can also throw punches that as a melee attack cause devastating concussive blasts and environmental damage; the damage to the player should be fairly obvious. At range, the punches are thrown and form a chaotic fist projectile that is dissociated, and leaves behind a trail of a dissociation aura which causes light damage. Like with the claw afterimages, the fist doesn't cause blunt damage, but rather shreds your insides as it passes through you. Although it may be possible to survive the initial contact, the resulting explosion is considerably less survivable. Afterimages of the fist will also burst outward with the concussive blast. The dissociation trail left behind begins detonating in to rending blasts from the fist. Punches can be charged to function as ball lightning as well, arcing to nearby surfaces and causing moderate AOE lightning damage. Additionally, charged fist projectiles send out debilitating pulses of electricity on impact, which can be avoided by getting in the air.

He can poke his head out of the tempest and deliver a powerful, charged gale in any direction. This can be avoided by hiding behind a block, and can create charged areas. Getting caught in the gale can cause paralyzing electric damage, and will throw you back. If you hit a block in the process, you'll end up taking considerable blunt damage.

Charged areas are spaces that will attract lightning strikes, are targetted by his electric magic, and can be seen in the form of sparks flying off of metal equipment, or possibly arcing between water droplets.

He can beat his wings, creating additional, smaller tempests that will draw players in and hold them in the air. Lightning strikes can electrify these tempests, and players held inside tempests are prioritized to get hit by lightning. One can free themself from a mini tempest by using some sort of concussive magic or item inside to disrupt the winds.

Finally, he can charge the main tempest itself, drawing electricity into it from the surrounding clouds before sending out a devastating shockwave of electricity in several forms; a slow chaotic electric wall that can be avoided similarly to the gale(though unless you're underground the electricity will still arc and hit you a bit), and several paralyzing pulses that pass along the ground, creating charged zones as they expand outward.

 96 
 on: September 05, 2018, 10:19:06 AM 
Started by Rayblon - Last post by Rayblon
A few notes about this.

1. They aren't necessarily right about what they're talking about, even if the evidence seems to support it. It's a glimpse into how we can present empirical inquiry within the constraints of the game world, not necessarily fact. As a piece of lore, it's a document operating within a certain school of thought.(in this case, that school of thought is of a cult of Niddhyl, that may base their understandings of the unseen side of magic on whispers heard by their higher ranked members, likely during a time when the gods were more closely intertwined with the world of men(or believed to be)

2. You'll know what the 'coming threat' was soon. Or maybe not, idk.

3. The core of their interpretation of this information is that life energy = decomposition, whereas a lack thereof inhibits or halts it. It evidences, for him, that a delicate balance must be struck for an undead to last for a long time.

 97 
 on: September 05, 2018, 08:11:35 AM 
Started by Rayblon - Last post by Rayblon
As it is known, undead, to sustain their unnatural and in many ways parasitic existence, take in the energies local to them. This fact in itself is not aberrant, of course, as the dead constitute a void within which the worlds vital energies are drawn into and presumably lost. However, these masses1 which experience undeath are not simply voids to be filled, but entities that also exhaust natural energies to continue their existence, as any introductory text in the art of necromancy would evidence; in more clinical terms, while a corpse passively drains life around it of its vigor, the undead also actively consume it. It could be said that they have the energetic needs of the living, while the means of manufacture for these energies is absent. Whether they themselves have some aptitude for drawing these energies in or if this void is simply strengthened by undeath is another issue entirely, and beyond the extent of my knowledge.

I posit that the above facts have distinct implications concerning the nature of decay and the longevity of the undead. Before presenting my concerns as they relate to the undead, I would like to present what I believe to be critical supplementary information; two brief studies of posthumous preservation.

Case one: Tar and peat bogs harbor a natural preservatory quality; dead plants remain instead of composting into soil, and more relevantly, long dead carcasses can be found and extracted still intact, despite no special funerary preparations(and indeed, one would just as easily find a man riddled with arrows as they would an unfortunate bird of prey or fox). While these bodies can experience some decay and often are devested of natural coverings such as hair, fur, and feathers, there are many specimens with little to no visible evidence of decay; something that a few choice cult societies have come to worship and integrate into a sort of burial by water. While there is still yet evidence of rigor mortis, toughening of the skin and in some instances withering, the more emergent properties of rot are entirely prevented or diminished, at the cost of a dark and pervasive staining of the body2.

Just as these bogs are inclined to preserve the dead, they are particularly disinclined to sustain life. So drained of vitality is the earth here, that many of the plants of these places resort to hunting and consuming what animals and insects dare venture through. The waters themselves are barren, so much so that even the vegetative aquatic slime that would be green and lively in adjoining wetlands are brown and soured beneath the water; any green in these places proves itself to be but a thin veneer over a much more necrotic circumstance. Such are the waters that these preserved bodies can be found in -- they remain divorced from life and its endemic energies beneath these waters, and are thus preserved.

Case two: While natural preservation of bodies can be observed in arid climes(usually limited to the bones and their marrow, as carrion birds and other scavengers prove quite thorough), of particular interest is the burial practices within these areas, which prove to be quite extensive and effective depending on their station, and more importantly, their wealth. The most extensive ceremonies, from cursory study of the more publicly available materials and observable rituals, their preservatory methods are somewhat complex and varied. In the interest of brevity, I shall note only such processes that confer a preservatory effect to the musculature and skeleton of the body.

The body’s vital organs are extracted individually, primarily to preserve the body but also for ritual and burial purposes(perhaps lingering energies from recently consumed food contributes to decay). The body and extracted organs are then lightly covered in cloth and immersed in salt for several weeks, isolated from the elements. It is unknown why, but this process results in extensive drying of the body, though whether this truly has a preservatory effect or simply hastens the natural withering of the dead merits further investigation -- it is unlikely that it has any effect, given case 1’s effectiveness despite aquatic conditions. The corpses are then coated in a binding agent before being tightly wrapped in cloth and sealed in airtight sarcophagi, which are themselves within sealed temples of sorts. While some are stocked with food and drink, these are in sealed containers as well.

It should be noted too, that during my time in this region, I learned of bodies preserved in this way being used as guardians, connected to traps and animated using complex magic circuits. I have procured one such circuit from a group of passing adventurers(though they could have just as easily been graverobbers by trade). Although the circuit was badly damaged, there is evidence that the (since removed) crystal element would have been heavily insulated from the bodies3.

These two cases represent diverse natural and artificial conditions within which dead masses may be preserved for a duration far exceeding that of simple embalming or use of rose water and other aromatic oils. In contrast is, of course, our most sacred consecration of flesh through fire. However, while less effective and immediate, just as fauna are quickly lost to woodland soils, the burial rites of the alvani elves demand that bodies be implanted with seeds and placed within the energy saturated soils of their forests. Within a fortnight, even the bones of the dead seem to crumble and become consumed by these otherwise normal herbs and saplings. Similar effects can be observed in nonmagical forests and tropical climes, but occur at a much slower rate. It is believed that burials of this nature inoculate the foliage planted there against fluctuations in the natural energies of the forest.

It would seem that there exists a constant among the preserved. In contrast to the natural world, these preserved dead are far separated from life, be it because they are separated by stone and wraps, or because they have been immersed in deathly waters. I posit that this isolation from life energies allows further preservation due to the vital energies being a natural enemy to the constitution of dead(and undead) flesh. The historical undead circuit that was recovered seems to corroborate this understanding, as do the much more longevitous undead of the coming threat, which are themselves naturally isolated from vital energies by the aura of their masters. Thus, the longevity of any active undead is likely contingent upon strict rationing of energy, such that no excess can remain to erode their corporeal bindings. It may be possible to cripple the coming threat in this way(or at least weaken any of our fallen brothers and sisters), by carrying mass reservoirs of life energy to encourage the rot and putrefaction of these abominations in an emulation of alvani soils. While it would not yield immediate results, these reservoirs would likely serve as a useful ward against their miasma as well. We may also be able to limit their mobility or rot their armies without any loss of life by cultivating more energetically dense regions similar in nature to the alvani forests. Further research is needed to learn the specific thresholds that yield rot in the undead, as their active consumption of life energy may result in an elevated resistance to energetic decomposition.

May peaceful nights and living men prevail.

Authored in the Bladeira after the 341 before it graced by the One True Moon and One True Mother Niddhyl, written by doctor of worldly energies bartholomeus avarel eccladius under the purview of His Holiness, Archbishop Ikan Parthing.


1:I elect to address undead entities as masses instead of bodies, as the latter is often not an appropriate description given the more extensive and macabre mutilations that necromancers may carry out in their heretical practices.

2: As preserving food is an eminent concern, I would be remiss not to note that while specimens are preserved almost indefinitely in this environ and retain some level of proper consistency, these bodies prove quite offensive to ones faculties, and I anticipate that more extensive consumption of fauna preserved in this way would prove quite toxic, if not fatal. While I have not tested that presumption at length, its unsavoriness would make for rather trying eating regardless.

3: These same adventurers offered some variety of dried meat for purchase as well, which my associate and subordinate, disciple Ferndal, has confirmed to be edible, if peculiar in taste and composition. The origin of this meat is quite obvious, though it does evidence this process to be a potential method of preservation that is more effective than traditional curing and drying methods for foodstuff. As per doctrine, the dead flesh was promptly burned and spread following examination.


 98 
 on: September 05, 2018, 03:52:07 AM 
Started by Rayblon - Last post by Rayblon
They said those plants weren't a problem until our village hot spring caught on fire and killed everyone there...

That's certainly one way it could go down. Another way is that it's used as a delayed onset thermite during war to burn villages with the intent of throwing the enemy off your actual trail. Drop satchels of ember reed cuttings behind homes(or in shallow holes) and let the rain do the rest.

 99 
 on: August 31, 2018, 02:57:55 PM 
Started by Rayblon - Last post by Sean
They said those plants weren't a problem until our village hot spring caught on fire and killed everyone there...

 100 
 on: August 26, 2018, 04:47:54 PM 
Started by Rayblon - Last post by Rayblon
Just a short one off;

Ember reed

A type of tall, thermophilic grass-like plant native to hotsprings and  rarely other hot, moist areas like swamps. The plant is grey with intermittent orange banding, spawning a teardrop-shaped cluster of foliage at its base. When it goes to seed, it develops a thick stalk with a slightly whiter color than the rest of the plant, with a branching orange and yellow seed head. The stalk and seed head are commonly said to resemble a lit candle wick.

The pollen of this plant is highly sulphuric and rich with other toxic minerals, which can end in the plant or its pollen combusting if it is splashed with water or is exposed to too much water vapor at once. While exposure can make one ill, it isn't especially dangerous unless a large number are intentionally burned..  At normal levels, however, this reaction simply generates a small amount of toxic smoke and heat. The pollen itself is also bioluminescent in some way, though it may be due to the aforementioned reactions. True to its name, the pollen, when ejected, is reminiscent of glowing embers from a fire. While there are no doubt pollinators up to this task, they are highly specialized and extremely defensive of this rare plant.

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