Little Shippy, Little Shippy…

‘Big Dick Gator Boss’ – JayEcho

Time for a ship progress update!

All of the core stuff for ships has been done for a little while now; to give a refresher, this is the stuff that’ll be supported out of the gate:

  • You’ll be able to switch to entirely different ships.
  • Each ship has a different internal layout and map that you can move around in.
  • Certain parts of ships can be upgraded; initially this is just weapons, but we may open up more options as we feel the balancing allows. These upgrades are unlockable, purchasable and rewardable- some you can just outright buy as many as you want, some will require looting things from combat, and other still will only be provided in limited quantity for doing specific things.
  • Crewmembers properly take up space on the ship, so the number you can have with you at any time is finally limited…
  • … but you’ll be able to assign them to different jobs aboard the ship and potentially receive bonuses in the process. Off the top of my head things currently support something like 7 core system assignments, and potentially dozens of weapon assignments. (Capital ships pls tia)

The last couple of weeks has been spent slowly tweaking a lot of existing code to ensure that things will work with the new ships. Another list should help demonstrate what is eating up all the time…

  • In the past we only ever had a single “room” to check against to test if the player was aboard their ship or not, so many of these checks (a few thousand, by my count) have needed modification. I need to do a second pass on these and potentially make some of these checks apply to any ship or just the player’s ship where appropriate.
  • Ship interiors introduce a second “layer” of maps, so a couple of the core game functions that make everything tick have received careful surgery to switch between the different ways maps are handled.
  • All of these new features introduce new types of complexity that we never had to save in the past. About 25% of my time working on each part of this is extending and testing the code that handles saving all this stuff. It’s better (and should be much faster) than the old way, but it still has massive room to be improved if more time is invested in it.

Next up on my plate is actually starting to generate content for this stuff; we have overviews of many of the ships and potential weapons but none of the meaty details that are required like the interior descriptions of the ships for all the rooms that they’re now going to have, or the specifics of the weapon attack descriptions…

For now though, hab some meaty JayEcho draws 👌

 

 


iOS builds am rip

So it happened again. The iOS builds are failing with the amazingly useful error message:

“compile-abc failed”.

At least for the time being, no more iOS builds will be forthcoming. I’m not going out of my way to fix it immediately.


Ship Ship Ship Ship

Figured I’d give everybody an update with what I’m up to and a breakdown on what to expect for SPACE SHIPS, considering I’ve had my head into this for at least two weeks now without really surfacing much.

I’ve got the basics of the ship system itself all functional. This might not sound like too much until the scope of what you’re gonna be able to do with them becomes clear, but it made for a lot of fiddly organising to make sure it could do everything I wanted it to, and now I’m starting to flesh out the first of the core parts that need to be built on top of it- the combat.

More deets after the break if you care to peep the future of ship on ship violencing! And if you don’t care? Then I leave you with a very cool thing done by MadamSquiggles that has also pushed me toward wanting to make sure we get some more pregnancy content as soon as I crawl out from under SHIPS4EVER.


[Backers] 0.7.28 – Fixapocalypse

Super involved patchnotes all up in this post:

0.7.28 Changelog

  • Piles of bug and typo fixes.
  • Jerynns level should progress properly.
  • Minor tweaks to the backer download stuff so there’s an actual wrapper page to load the play-in-window version of the game; this should allow your browsers to present you with an opportunity to inform you that Flash is disabled, rather than forcing your browser to download the file whenever you try and play the game.

[Backers] 0.7.27 – Taxi Time

0.7.27 Changelog

  • Jerynn makes an appearance in The Freezer.
  • Jerynn now also rescues you from the far reaches of Uveto if you fall without protection from the cold. Meet up with her in the bar first for more options :^)
  • Bunch of typo fixes and some better bounds for a handful of busts that are used in group combat.
  • There’s now the start of a system in place to manage collars under the players appearance section. Jerynn will make the addition clear :^)

The desktop builds are up already; the mobile build links will appear as they complete.

Fen note: Sorry I didn’t post last night! I wrote like 2.6k words of stuff for laquine TF including a fantasy of a dashing laquine male. This morning I’ve put out probably 2.3k words for penis transformation and expansion and other odds and ends. I’m productive, wheeeee! (Update: Slapped out another 500 or so + did some gaming with backers to fulfill Patreon obligations. See you cool cats tomorrow!)


Free Votin’

Just jammed up a new poll to get an indication of things. This should be a free vote, open to everybody.

As for why… actually getting the iOS Tainted Space builds to cooperate has been a massive pain in the ass for months, and I think the code demons have managed to fuck up our ability to actually produce them for the time being.

tl;dr Whenever the iOS builds fail its always something stupid, but it takes forever to track down because we get absolutely no indication of what is actually wrong. Literally the only response we get from the tool that does the needful is this:

Basically, I need an indication of just how much of my time I can justify dumping into this on an ongoing basis. I have a feeling the iOS-only proportion of you guys is vanishingly small, and if I can justify putting off fixing things like this because it’s not like, half our playerbase, then I will so I can actually get some fucking work on content done.


[Public] Tainted Space 0.7.18

0.7.18 Changelog

  • Another chunk of rooms has been added to Uveto; the Glacial Rift is now structured.
    • The frostwyrm has been moved to its proper place on the coast of the Glacial Rift.
    • A bunch of initial events have been added around the Rift.
    • A Milodan Fertility Priestess makes an appearance somewhere in the rift; once you’ve encountered her, they’ll start to show up alongside other general combat events.
  • Standard assortment of fixes
  • The code demons came and tried to shit on the game again. They were beaten back with judicial use of science.

Changes since the last public build

  • Mrs. Reasner is in the Freezer.
  • Dreams of electric sheep puppy sluts.
  • Kaede has a new interaction at Kally’s bar.
  • Puppysluts strike again with Syri gaining a new scene for players being liberal with Omega Oil.
  • Descriptions for badonks have been changed somewhat.
  • Some new items showed up in Jade’s inventory (predominantly Puppyslut related, of course).
  • Erra shows up in various bars. (OH HEY LOOK ANOTHER PUPPYSLUT)
  • Inventory items can now be destroyed whilst out and about.
  • Pexiga got another scene.

DCL finished a p good syri pic the other day… and I would have embedded it, but this post already has nine times the puppyslut quota for the entire month, so instead have some SHINE.

The mobile builds should be up soon; iOS is being a massive piece of shit as per usual.


[PUBLIC] Tainted Space 0.7.10

0.7.10 Changelog 

  • Android icons should be fixed.
  • The bottom “cropping” should also be fixed for android.
  • Some minor typo fixes.
  • A rekindled hatred of android development.

Files should be arriving soon™


Patreon Account Integration

1483302823-echo3dx_newechoFigured I’d post some info for you peeps as questions have been coming up of late, especially over the holiday period what with my inability to post builds to Patreon directly.

Firstly, only Fenoxo can actually post TiTS builds to Patreon, and it’s kind of a laborious process that we can’t easily automate or anything. That said, we also wanna start pumping out builds on a more regular basis- the last few weeks should be a good indicator of what we can do when all the annoying busy work of preparing builds is all handled automatically. (By hand, it is no-shit about 40-50 minutes of tapping fingers whilst waiting on compilers and file uploads).

I also wanna really put some time down on figuring out the nitty-gritty about the imagepak enabled build too. We kinda have the system working (and have for a long time), but not really having enough art to kick it off combined with questions about how we should distribute it have kinda held us back on it a little bit; one of the test versions I kicked together was over 100mb, and all that really had in it was high-res versions of all the busts, so we ideally need to find a way to bring that down somehow, especially between build updates! It’s pretty clear that it would be a nightmare to distribute purely through Patreon at that size period, so it’s likely that it would only ever be regularly kept up-to-date through the blog.

To get around all of that, the user accounts here on the blog can be tied to your Patreon info. If you make an account here and go look at the Profile page that’ll show up in the menu whilst you’re logged in, down the bottom there’ll be some options for linking to either old Offbeatr or current Patreon pledges. Smash-click that big old orange button and you’ll be taken to the Patreon site to confirm you wanna let the blog access your TiTS pledge info. Then you’re done! The blog will know you’ve pledged (and for how much), and let you access a bunch of stuff through a new menu specially for backer builds.

gedmodheadshot

As a side note, the system had a few issues during the server migration. The keys we use to keep everything tied together only have a short duration before they expire, and unfortunately it took me longer than the expiry time for some of the keys to get everything moved over. If you’ve got any issues, try resetting the Patreon connection – look in the same place you first clicked that big orange button and there should be an option to remove the binding. Once you’ve removed it you can try adding it again, which will generate a new set of keys, but it also requires granting access to the blog again which is why I can’t do much about it for you! If you still have issues after that, send us an email so we can look into things.

As a note though, I’m going to manually clear out all of the keys and remove all of the bindings when we do the next public build, probably some time in the next couple of days, so we can get a clean start (and my logs aren’t full of key access errors). The public build will also arrive with a new solution for public source code access too, for all of you that were waiting for that.

Now, to break up this wall of text, have some work in progress science porn courtesy of echo3Dx and the combined science of a 3D artist and Ged-“I know lots of long words about Unreal Engine”-an.


[BACKERS] fuck this shitty day edition – 0.7.05

0.7.05 Changelog:

  • Fixed Haley things.
  • Fixed Curdsonwhey looting.
  • Fixed some Pidemme scene crash issues, maybe not all of them.
  • Fixed some broken tags in a Busky scene.
  • No more hiding out in certain rooms in the gym for more than a day, after only buying a 24 hour pass.
  • Added a placeholder taxi route between the maglev station and the crashed probe on Uveto.

 


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