Full notes
Full A Fool's Art Gallery update
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Repeated intro
Hello again!
What changed
- Maps
- Gameplay
A Fool's Art Gallery changes
I quit my job because it turned out to be an evil credit usery debt enslavement company, which made me too mad to function at it; I would rather be homeless than make those vampires any cash off the hardwork of Canadian small and medium size businesses. Thankfully most of the people I contacted expressed a deep contempt and distrust of all electronic payment systems and stated their business is cash only. You make me proud, angry Canadians. Keep on raging. You deserve it. So am looking for a job again; this manic shifting of life patterns is disrupting game development a bit, but not bringing it to a halt.
Since my game is self published, I don't have anyone lording over me pushing for a rushed released deadline. So please put up with my artistic nature.
On that note, everyone emailing my publisher (Me) about how offended you are, please note I have recieved your complaints about me, and will be firing me immediately. However I willl be rehiring me after we resolve the issue in HR (Also me.), and conclude this tragic affair of cultural offence. After long negotiations with the artist (Me.), our corporation (Me.), has decided we cannot alter the artistic vision or dilute the message. We have however fired HR because no one likes them.
The general next big update is more or less completed, however one additional level I wanted to add to the Spa and Lounge Section is not done. This level breaks the GZDOOM engine completely. It's fantastic. For the last year or so I thought this glitch had to do with my graphics card, or the BSP Node builder (A program that produces information about the map for the engine to read) settings/choice of BSP builder were wrong, along with a whole lot of technical hoopla.
A big thanks goes out to GZDOOM forum member Enjay, for testing an example map I posted, we were able to figure out it's the engine itself bonking out and not anything on the user end. From this I was able to dig up some very hidden on Google limits within the GZDOOM engine, and from these limits I have figured out how to create the map as desired. It's a sort of puzzle with geometry, draw distance limitations, some black magic, and a lot of testing and retesting. GZDOOM can do vast open spaces, more or less, but not to the maximum map size.
The limitation is a sort of blessing in a way, because my other project involves a lot of wide open type maps, but simply having every level be a giant open box is honestly pretty boring and dumb. These limitations allow for big open areas, but also demand a creative use of space to get the full effective range of area within the engine, leading to some pretty strange transition area geometry. It will be worth the wait, I am not promising some cultural paradigm shifting content here like Starfield or Cyberpunk 2077, but it is something I feel you will enjoy for a relaxing space as the world burns around you.
There are also a couple new models from my next game in this update buzzing around and parked on the side of the road.
This is the graphics glitch being sorted out: The walls should be solid, but as you can see it is not.
Source
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