countless bats

@countlessbats.bsky.social

immortal bisexual universal health care and trans rights rub software together and make fire

Yrame knew what she was signing up for (200 subjective simulated years of damage model and weaponswing testing) I think once I get aggro and enemy firearms working the next step is a full What's Eating the Watervine demo run.........

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coming to accept that Fallout 1/2 don't hold up great to adult scrutiny. game stories should use fewer words. or weaponize words like Qud does. or wax rhapsodic like Dark Souls. Hyperlight Drifter was brave enough to use no dialogue, and it made no less sense than any Souls game.

I bet I could build whole Doom wads into Qud as random world map encounters. that would probably be easy. could maybe procedurally populate them with Qud gear in some clumsy way so you even get loot to take back to your Qud game. or they could just be hand-authored Qud Doom maps, that'd be sweet.

I give up on the mystery of the walls and spires of Yd! it looks silly no matter how I try to represent it in the zone, so I just won't imagine anything extra here--plus, does Yd feel like a place with walls? they would be in disrepair--but even so. seems ideologically wrong, perhaps.

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Was walking past this building and through the window saw this backrooms-ass room, so I accidentally took the coolest picture ever due to the window's reflection

A backrooms-ass room with a twilight sky and trees seemingly imposed over it in a dream-like fashion (it's the reflection of the window)

this is Yd Freehold on the world map. but why? what could those yellow towers be? no such thing obviously exists in 2D Qud. I think I might know. I think that the palladium-coral might be much, much taller than we've heretofore realized.

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Yd! I decided the palladium-with-coral should stand upright but the just-coral should crouch reeeally low to the ground--took some doing but I got the palladium lining up at right angles like it's supposed to. the pipes are currently giving "mostly buried, just exposed" - it's acceptable

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I tried to make Yd Freehold in-tile look more like Yd Freehold on the world map, with the spired ring of black and gold, but the limits of my cunning are being exposed--maybe if I commissioned some custom tiles! it did get satisfyingly tall tho

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to-scale trees instantly look amazing. I was a fool to be carelessly committed to 1:1 Qud! Qud implies so much more vastness than that. the important parts of the game can remain 1:1 tile-identical while letting big things get big and dramatic. clutter in Qud becomes room in Doom.

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New Vegas VR also coming along real well! the left-hand wand currently flings grenades on the trigger and mini-nukes on the grip, with a proper throwing arc--it feels great. chaotic having your explosives close to hand. what's left: right-hand gun, pipboy, UI, tying explosives to inventory.

caves have varied floors and ceilings--always walkable, though. you should never need to jump or fly in QiD. earlier I teleported to a random cave and it was full of spiderwebs, all rendering as expected--it's so rewarding finding things just working, without having ever been considered directly.

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impassable mountains now draw on the horizon, which means the Spindle is partly obscured until you get closer unique parasangs like Red Rock now loom monolithic in the distance from up to 2 parasangs away the green and blue stuff is all marsh parasang preview--I'm not entirely happy with it yet

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now that Qud-in-Doom uses natural ground tiles, the skybox false horizon always colorizes to match the "stretching away past walkable space" floor the effect is the strongest sense of a horizon stretching away QiD's achieved yet I think!!! total illusion, just a projection!

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items that lay on the floor were standing up and consuming a full tile, which really didn't look right; now they're foreshortened, to give the appearance of being stretched out on the floor. Eskehind is also now drawing on top of their cushions and is much more comfortable.

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