Friday, August 31, 2018

Electric


My power was out all morning today, from about 8:30 to 12:30 for a "scheduled" outage. It totally screwed over my workflow, so I've been trying to catch up since then. I've been making steady progress on the code work, but ended up just shy of my goal to have a build ready for play testing done tonight.

The game is already running noticeably faster, and as a happy miscalculation, it seems that the speed for saving and loading has increased a good deal as well. The basic components of the automatic backward compatibility system are also in, it'll be nice to not have to worry about which version a save is from.

While I had been planning on making a nicer post tonight, I'm really out of time (it's late, and there's a couple things I still need to wrap up). So for now, I'll say goodbye until the release (fingers crossed) on Saturday.

o/


Tuesday, August 28, 2018

Eternity


It feels like I've been working on the TypeScript and restructuring changes for an eternity. And while there has been a ridiculous number of speed bumps, mostly thanks to the TS conversion, the end result is quite nice. Sometimes those speed bumps have felt a little more like pillowcases filled with nails and broken glass though... Today I was at wit's end, after a little over two hours of completely inexplicable problems during testing. As it turns out, the TypeScript compiler--both watch mode and standard tsc--was just claiming to have compiled the TypeSc, ript into JavaScript. Of course it wasn't actually doing it...

So I'd make changes, put in checks, and generally do things to try and figure out a certain problem... and it would have no effect. or a couple random things would be compiled, but other changes wouldn't. Eventually I just deleted all the built JS to force it to fully compile everything, and then suddenly everything started working :P

On Patreon I'm attaching a giant document, I figure I'll restrict it for now to $5+ patrons, but eventually I'll post it publicly when things are more finalized and I've had some time to properly add links and a table of contents and all that...  Originally it was about 10 pages and 27,000 words, but I've trimmed it down to pure specification data making it considerably smaller. If you want an insanity-inducing look at what goes on inside the game, you can take a look. It lists almost all the game's functions, and most of the class/method information. It's enough to use them if you wanted to when making a mod, and there's a lot to be gleaned about the data structure for things like NPCs. (Towards the end is the NPC class structure, which gives you an idea of the kind of data behind each NPC, and what will be possible with them.)

A lot of the information, truncated as it is, is basically something like this example in the setup.time object:

Those things with the () are functions. (It follows TypeScript syntax, there's plenty of info on it available online, it's not too complicated when you get the hang of it.) the add function there requests "addMin" a number, which is the number of minutes to add to game time. It also has an optional "disable" argument, which is a boolean (true/false), and disables status updates for the added time when true. At the end you see void, which is what it returns... in this case, nothing. The daytime function near the top, however, returns "N" for night, "D" for day, "SR" for sunrise, etc. 

Other News:

I got some bad news at the doctor's office yesterday, which is really my own fault. It seems that I have tachycardia, and anxiety/stress + chronic fatigue is a likely culprit. On the bright side, it does explain the dizzy spells and other issues I've been having lately, so at least I know what's going on. My resting heart rate was between 108 and 121 bpm while I was at the doctor's, they took my pulse a few times. It seems my heart rate had been elevated at my last visit too several months ago, so that forms a trend.

I'll have to wait to find out more, I'm supposed to track my pulse until my next appointment, and possibly get an ekg done. I'm not planning on any drastic changes for AW or anything new, I just wanted to share so that you all know what's going on. I do need to step up my efforts to improve my work habits/hygiene, and separate work on AW into more discrete chunks so that it's easier to manage when I should be working and when I should not be working. And of course, I'll be continuing my plans to do some therapy/CBT training to help manage stress and anxiety better.

Those guys on discord keep telling me that it won't do anyone any good if I work myself to death, so my "hey, I'm an erolich, I'm undead so it's fine." excuse isn't working anymore, lol. Anyways, it makes a good motivation to commit to healthy changes, and I've got some great people on the discord server also helping out. (or getting me to design potentially lethal-strength vibrators...)

So that's it for tonight, see you again on Thursday!

o/


Sunday, August 26, 2018

Rampage


I went on a coding rampage today, executing a forward retreat to solve my > problem and create hundreds of new lines of code. In retrospect, however, I realize that naming a post "Rampage" right after a post about frustration with coding... probably wasn't the best idea. In any case, I worked a lot on the data structure changes today. I suppose that I should mention one benefit that I left out before: reusing code. Having the NPCs be compatible with the PC will allow the reuse of a lot of functions, either as-is or with some minor changes.

Instead of writing a long post, particularly after all the coding today, I decided to make an updated schedule graphic. I often reference the development plans/schedule, but realize it has been quite a while since I've created any sort of visualization with months/years on it... So here's a new one:

I'm super tired, so I'm going to go get some sleep. I've got another busy day planned tomorrow!

o/

Friday, August 24, 2018

TypeScript


So. This TypeScript thing has not been going as smoothly as I thought it would.



So yesterday, all ready to dig into the real meat of the changes I've been planning, I discovered that TypeScript is a good deal more derpy than I had thought. Despite taking the time to define the structure of the game's objects, it turns out that this was insufficient. In fact, intellisense wouldn't even work at the level of plain JS without any types at all. 
So I discovered, that despite functions and objects all having types for input/out and all that, TypeScript will basically ignore it outside of that object's scope, making it far less useful. So it turns out that the type information also has to be defined in an interface. Oh, and while TypeScript loves object literals for the code, it hates them for interfaces. So... more work. Not too big a deal, frustrating, and would have taken half the time to do in the convoluted way from the start, but not a big deal. So I did that. And as I did, I caught a couple more mistakes in the code when types were actually checked between functions, so that was cool. So today I get back to where I thought I was yesterday, and go: "Let's compile this and make sure the output JS runs properly in SugarCube."


Nope! Won't run thanks to an "unexpected token <". Okay, fine, that happens, no big deal. Then I realize... there's almost no part of the JS/TS code I didn't prod in the last 24 hours. So there's an extra character somewhere in about 2.4 million characters of code. Hooray. Oh, and TypeScript compiles to JavaScript, so that extra < could be just about anywhere. So first I scroll through the remaining errors from TSLint. Nope, don't see anything related to an extra character on compile. Then I decide to lint all the compiled JS with ESLint, and if I find the character, I can just track backward over to the TypeScript to find the problem. Except, after opening what I'm pretty sure was every single JS file, I see... nada. 


It's not the end of the world. There are more things to try. And of course, in the absolute worst case, I can always just nuke it from orbit (roll back to before typescript). But, that shouldn't be necessary. Anyways, after reaching that point, I decided it would be best to take a break before something gets broken, lol. It's about time for me to go to sleep, so I'll start again in the morning.

So that's it for now, wish me luck

o/ 


Tuesday, August 21, 2018

She Can Do It!


Hello there, its' time for some updating and some random stuff (as usual). I've been pretty busy working on the TypeScript conversion and interface declaration. Lots of busywork-type stuff, things that require enough attention that you can't really do anything else but that is also rather dull and straight-forward...

I've gotten a good chunk finished, probably about two-thirds of it, at least I hope it's two-thirds. I seriously underestimated just how many functions there are in the AW source, I thought I'd be finished with this basic stuff today, and wrap up the more advanced stuff tomorrow, but it seems it'll take an extra day. To be clear, I'm not making detailed specifications here, for the most part I've just been adding types to function arguments and function output, and adding a short comment about the purpose of the function for those that don't have one. Then just resolving or clearing up any type errors in the functions themselves. I have found the occasional small mistake though, which is good to get fixed up. Probably the most amusing one was having the functions that check if the player thinks they are on birth control, and if the player thinks they are pregnant switched... They both worked, it's just the birth control one was checking pregnancy, and vice versa.

You can check out the crazy list of functions and macros thus far on the Patreon post. I still have a lot of the smaller/multi-purpose functions to add, so it's probably going to grow a good deal tomorrow.

Also on the Patreon post is a pretty random cipher tool. There really isn't a purpose to it, but I figured somebody might have some fun playing with it or something. It was late Sunday evening, and I was fairly tired. I was chatting on Discord while trying to decide what to do before going to sleep, whether watching a show, anime, or playing a game for a little bit. Jimbo started talking about ciphers, and somehow I got fixated on this cipher I came up with in 6th grade. I don't even remember why I came up with the cipher, exactly, except that I had read a book on the history of cryptography somewhere around that time. Anyways, before I knew it, it was 1:30 am and I had made this silly cipher thing. ¯\_(ツ)_/¯

This isn't the first time this has happened, either, lol. Jimbo has a special talent, almost like the kid that was an expert at getting the teacher in school to go off on tangents instead of actually teaching things.

Also, the results for the post topic poll, since I never discussed them (sorry), are pretty much as you'd expect:
  1. Babies, the Government, and You
  2. Scenes, Scenarios, and Quests
  3. In-Game Schools (Skill Training)
I'll try to work on these as I get a chance over the next few weeks. :D


That's about all I've got for tonight, so see you next time!

o/

Sunday, August 19, 2018

Sexy Language


Hello there everyone, I hope you like the somewhat-random post image. Lots of programming language references, you can download the full size version from here.

Story Time:

I was hoping to make this post yesterday, but my day job and real life interfered. There was a huge power surge--and a series of moderate ones--while i was at work. All thanks to the wonderful Guam Power Authority, which has managed to explode (literally) two generators in the last year through lack of maintenance. We have two car-sized diesel backup generators that have exhaust and snorkels up top, and two 8,000 gallon tanks. Each can power the facility fine on it's own, but they're there for backup and continuity, so we can switch from one to the other. This all happens thanks to an automatic transfer control system, which got hit hard.

We also have a building UPS (uninterruptible power supply) that is seriously scary. Imagine a large box, about 3 meters long, 2 meters wide, and 2.5 meters tall, that contains enough energy in capacitors to insta-gib you, and a very big bomb's worth of lithium. There are arc warnings everywhere. And it wasn't working correctly either. So I was running around in the dark with emergency strobe lights and a flashlight, to play with high voltage electrical equipment. Normally not my job, but it was the middle of the night, and you do what you have to. On the bright side, my servers all stayed powered and the diagnostics showed A-OK. :D

TypeScript Fun:

The original inspiration for the post is the conversion to TypeScript. I had some difficulties the night of the release, my own fault, just because I'm still learning the new conventions/syntax. Everything was working fine, but then when I went to compile the final version, suddenly it very much wasn't working. TypeScript is basically a superset of JavaScript, containing extra functionality and things like type notation. It compiles into standard JS, which is what your browser (and the game) uses. Because I'm still in the process of converting, there's a ton of errors, mostly type related, that show up when compiling, so it's not terribly helpful to look at those messages (there was about 1,200 of them). 

The problem turned out to be that I had been compiling with TypeScript 3.x, but on my other computer that I moved to, I had 2.x... and it took me a while to realize what was going on. Also apparently got a few errors related to type with the parser, I was using overloading, but because I didn't add the syntax to do it for typescript, it was causing some issues. Live and learn ¯\_(ツ)_/¯

I spent yesterday pre-explosion working on proper conversion to TS. Despite the frustration at release time, it's been quite handy so far. In fact, it already helped me catch some errors in my code. They weren't breaking anything, thanks to being fail-safe, but they also weren't doing their job properly. That added to the ability to get more information with intellisense for function parameters and returns (and catching more issues with new code), I'm quite happy with the switch.

Data Standardization, NPCs, and performance.

In the process of going through the code to fix TS errors and add type information, I realize that I'm going to be working with the data structure of NPCs and the PC a good deal. So far the structure has grown as the game as grown, and I've been generally following the organization I set out in my original design plans. So while the actual structure of the data is organized, the code creating it is not. I've been doing a few things to slowly bring that into line, but needing to properly type things for TS is something of an opportunity to handle everything at once where it will be more efficient. Since I've been planning to do this anyways, it'd be silly not to do it now when it'd be fastest.

This isn't a huge departure my short-term plans. I'm still going to be working on the major tasks planned for the month (discussed in an earlier post), still focusing on AI primarily, I'll just be shifting some of the lower-priority items back a little bit.

Some advantages:
  • Organized structure combined with TypeScript will make using the code easier and faster.
  • Planned NPC data migration expands capability to use NPCs, making some other areas (like in-world NPCs) easier to implement.
  • Refactor of some primary data objects should improve performance fairly dramatically, particularly passage navigation.
  • Combined with the expansion of chain-able functions, a whole range of coding tasks should become easier/faster, and more reliable.
  • Working on all this is a good chance to start specifying information for the API, at least the very basics. (and the API will be simpler thanks to the above items).
  • The process of implementing mod interfaces and planned backward compatibility code will be easier.
  • Increased capacity for NPCs.
Some disadvantages:
  • Further departure from Twine/SugarCube standards. This means a little more work when updating versions of the story format.
  • As mostly pure framework development, it's not very visible to the casual player.
  • While performance during play will improve, performance during saving and loading will decrease somewhat because of JSON conversion overhead.

Website Stuff:

I've added some tools and resources to the website, so that the collection of items previously contained in posts or specific releases can all be accessed from one place. This includes the most up-to-date AI tools and mod image/game image tool, among others. I've also added more writing resources, as well as the demonstration mod files. Eventually I want to make a tool to make specifying NPCs easier. With hundreds of variables each, and a complex interface for the procedural generators, a tool will be super handy. It'll also simplify building custom NPCs in the game when that functionality is added.

Anyways, that's enough for now, and it seems like there's some sort of internet outage now (using my phone to finish this). I'll leave you with a WIP picture of our lovely Morkovka:



Saturday, August 18, 2018

The Exploration Release - Version 0.13.5



Hello, this is your captain speaking.

Sit back, relax, and enjoy your flight.

So it's time for version 0.13.5, the Exploration Release. As usual, things never go smoothly before a release, it's always one thing or another that seems to pop up in an attempt to thwart our noble efforts to spread joy (porn) on the interwebs.

That silliness aside, this is a strange release. On one hand, it's quite significant in terms of code and functionality added. On the other, a lot of that isn't visible in the game yet wouldn't have been visible in the game if I hadn't taken the time to create an AI demo. The demo actually serves two purposes, first is simply showing the AI at work, but the second is allowing all of you to poke GLADyS (create AI queries) with different NPCs so that you can create feedback that will be added to the AI's training. (AI training is backer version+)

I've also added an extensive amount of information about how to create feedback. I've tried to make the training interface as easy to use as possible from a technical perspective, but it's still important to peruse some of that info to get a better grasp on how the tag language works, what the tags mean, and what different traits in the NPC personality core are all about. I won't lie, it's not exactly a sexy read... but being able to provide training data in the future will mean the difference between Wheatley and GLaDOS for our AI. :D

I've also added some more world stuff for you to enjoy, with training schools and more businesses/art/stuffs Most of the areas downtown have something new, and a few other spots too. So lets get this change log started!


I'm pretty sure I messed up on my time tracking, particularly on the 5th and 6th, but it's not a huge deal I don't think. You can check out the reports via these linkies: Summary Detail

Change Log - Version 0.13.5

Words: 863,648
JavaScript: 57,885 lines
Characters: only god knows

  • Added AI system to the game
    • Loading and initializing neural nets
    • Code to process and normalize data for queries
    • Query recording for feedback purposes
    • Various functions to run through entire process of accepting a query, processing a response, and returning the results.
    • NOTE: the neural nets are not terribly optimized, and there are a few other limitations because they are still learning. Processing the response is slow for now, but will be improved dramatically.
  • Added AI Demo to the game. Access by clicking the GLaDyS button on the new game screen.
  • Added fully-functional AI feedback system to the game. Access by clicking the GLaDyS button on the side of the screen.
    • Provides detailed info about each AI decision, and accepts a range of feedback at different detail levels.
    • Ton of information in the game encyclopedia (seriously, 4,000 words).
    • Formats and outputs feedback as an easy-to-email json file. (mail-to link in the game for convenience)
  • Further improvement to the new asset load setup, with new progress bar that shows data loading.
  • Some tweaks to character creation to improve clarity, and some improvements to the breast-shape code. 
  • Skill training schools have been added to the game.
    • Not every school is fully populated with data due to time constraints, but several do have the full background information and at least a basic course available.
    • New encyclopedia entry on schools and how they work.
    • Schools are located in the adult district, as well as the commercial districts (NE,E,SE,SW,W,NW).
    • Schools have multiple courses that you can sign up for with different schedules and course material.
      • Only basic outcome content is generated when attending a course, special content will be added later.
    • Courses allow you to improve your skills, and also provide a source of exercise and a few other special things.
    • Courses currently do not charge your weekly fee.
    • Schools are entirely object based, which was an interesting to pull off in Twine. This will allow custom player schools/mods with custom schools in the future.
  • Some basic banking code added to the game, you can visit the ATM, but properly opening accounts (saving, credit, loans) is not yet available.
  • Another round of bug fixes, particularly for some of the strange descriptions popping up from the parser (like being elderly).
  • A new round of bugs added to the game.
  • New AW date calculator added (as a separate HTML file that is linked to from the game)
  • New neural net compiler to package brain bits to be loaded into the game to poke or power via potato battery.
  • Numerous new art assets with custom logos for more stores, schools, and organizations. 
    • Some bonus credit to Besty for making some particularly pretty ones.
    • The hospital has a name.
    • There is now a travel agency and real estate office along with the banks.
    • Tons of corporations to ponder downtown.
    • I totally forgot to link in the images to the ISP companies. Fuck.
    • Some new store images.
    • DJ Letters is hiding somewhere.
  • Switched to TypeScript, which caused some of those last-minute woes I mentioned earlier... :P
  • Improved the new game data initialization, and further laid some groundwork for a new backward compatibility utility.
  • Plenty of minor things apparently not important enough for me to remember :P







Friday, August 17, 2018

Some Plans...


Of course, because I said that I'd be releasing 13.5 today or tomorrow, the universe decided to interfere. Not that it was anything major that happened, just a succession of minor things that added up to a huge chunk of lost time today.

I was really trying to shoot for tonight, but looking at the time I realized that if I stayed awake and pushed to finish the release tonight, there'd be no way I would be able to do a decent job of testing and fixing bugs. So I'm going to go with plan B, and do a nice orderly release tomorrow. Hot fixes are a huge time sink, and they shouldn't be the norm... It sucks to run into a big bug that breaks things, not to mention the pain of downloading the hot fix release.

Anyway, some things that the day threw at me:

some sort of power surge from our wonderful electric utility GPA, which damaged my solar system and fried the power conditioner / protector for our main AC unit and the one for my master bedroom unit. (I live in a bunker on Guam. We have split ACs like in Asia, and they're a necessity here thanks to the miserably tropical weather.)

Work shenanigans that I can't really talk about besides saying that it involved a lot of stupid shit outside of my agency that dominoed into a bullshit storm for us.

I don't trust AirBusses in general, but hey, everyone survived, and I can think or more than one way for the opposite to have happened.

My eldest daughter tripped over her big toe (she's fine). While funny, it also resulted in her flinging a weighty remote into my AW-Work laptop, which has been acting up ever since. I still need to figure out what's going on. While still mostly functional, there seems to be an intermittent issue that causes a crash or for the thing to just totally turn off. Obviously this happens right in the middle of working.

The person who was going to pick up my boss from the airport canceled last minute, so I had to go pick him up. On the plus side, the surgery to remove his pancreas tumor was successful, and he seems to be doing really well.

Yep. Great day. :P

o/

Wednesday, August 15, 2018

Welcome to Corporate America


Hello everyone, it's time for the Tuesday post, but I've been incredibly busy working on this upcoming release, so it'll be a shorter one (I think). Today I wrote all the code for skill training schools, from actually taking classes and leveling skills, to adding classes to the player's schedule and the fun of withdrawing from a class... Some schools will be a bit like canceling a gym membership, they never want to let you go.

The schools (and individual courses they offer) are all object based, so it's relatively easy to add new schools into the game. This is good, because I still have to finish defining the schools for this release. (starting with 6 of them, though eventually there will be more to cover most skills.) I still need to create the actual display in-game for the schools, and do things like sign up for classes or take a class you're signed up for. This is pretty easy though.  

The AI stuff for this release is done, including a whole lot of encyclopedia information. I do still want to finish writing out information on the personality core traits, and will hopefully have that complete as well for the release. Aside from that, there's some minor tasks like adding new artwork/locations into the world, and then it's time for the release :D

Tomorrow, of course will be the public release, I'm shooting for releasing 13.5 in the 16th, as long as things go smoothly, or early on the 17th if not.


I'll leave you with this, a video made by our own discord tsar ^-^



Sunday, August 12, 2018

Just Some Besty Virus


Hello there everyone, I'm back, and I'm significantly less tired today. I know that picture up there probably makes about zero sense, it's just some random Discord stuff that's kind-of has a life of its own. It probably wouldn't make any sense if I tried to explain it, but you can always stop by Discord and say hello. It's weird there, and more than a little insane, but that's what makes it fun!

Today I did more work on the AI, as well as some housecleaning, and some more adapting to TypeScript. First I'll give you a look at the training interface, which happens to be completely functional:

It's not the prettiest thing, but I think it's serviceable. Particularly when it's not really part of the final game. It lets you see the details about the query, as well as the personality information of the NPC. There's also a full set of instructions:

I need to finish writing the information on the query tags themselves, as well as the personality values. It's really easy to underestimate the amount of work stuff like that requires...

TypeScript is essentially JavaScript with type information (they type of variable, such as number, string, array, etc). It's a change I've been meaning to do for a while now. The TypeScript is compiled into JavaScript files, so the the game itself doesn't change, but it helps to catch errors and provide information. In particular, with intellisense in VScode (or something similar in another editor) you can see function and method argument names, and what type of variable is expected, while writing code. This is really useful when you're working on something like Accidental Woman which has about 55,000 lines of JavaScript! Basically, it's just making things a little more efficient and easier to debug. 

Well, that's it for now. I'm going to keep working to get a solid 13.5 release for you in a few days :D




Tuesday, August 7, 2018

Schooling


Hello everyone, it's time for an update as well as a new topic poll. I went with a school theme this time for the post image, partly because of the continuing work on the AI, and partly because of the schools planned for the game. :D

Before I start, I'd like to say thanks to the thorough players who played version 13 and took the time to report the less obvious bugs. Issues that crop up and affect parser word choice and things like that are a lot harder to catch, because of all the possible character variations. Reporting a bug really helps me, as I usually spend a lot more time making bugs than hunting for them ;)

Most of my work over the last couple days has been related to the AI: A compiler for packaging the neural networks, loading, initializing them, and the framework for queries. And of course, more work on optimization and training sets. It takes a good deal of time to train a network, and it takes me a good amount of time to generate standardized training data for it to use. Still, I'm happy with my progress. I hate to say anything because I might jinx it, but it seems I'm ahead of schedule on the AI thus far. There are still some potential pitfalls, but it's looking good.

A random screenshot of training, this happened to be a failed experiment, but it gives an example of the time involved in the training process. Each group of 5 iterations shown here took a few seconds to complete. 

So the other part of the school topic is the world-building, specifically in-game schools. Of course they aren't always actually "schools" but generally activities that let you exchange time and credits for improving your character's skills. There will be school options for most skills, at differing rates of effectiveness, cost, and different skill combinations. I can always go into more detail if you'd guys like, I'll make it an option in the topic poll. 

For now, I'll leave you with a preview of some continuing education opportunities. o/











Saturday, August 4, 2018

Anatomy of a Pew


Hello everyone, it's time for a more normal update now that we're safely past the release... Although now that more people have played, it seems that a couple (2) people thus-far have had issues with the game proceeding too quickly and not all of the images loading. There's a solution if the issue seems to be happening to you, you can find in the questions channel on discord if I'm not around (asleep). I should have it resolved with a more permanent solution by the next release.

So what's up next?

Well, obviously more work on the AI. Hopefully having it integrated by the interim release (13.5), and having it ready for use with the training feedback by 14.0. The other areas I want to focus are some more work on the sex scenes, particularly filling out the existing action content and some content improvements/editing. I may be able to start the process of commissioning more writing this month as well to help speed things along on the content front.

I'm also going to work a bit on the parser for some fixes and some new functions, as well as some possible expansions on the chainable NPC function system I set up in July. In non-programming terms, a chaining is a really handy way to save time in programming, while making functions/methods more practical and flexible to use (if done right). Finally, I want to try and expand on and organize the information for writing, and put up some API information for modding. This should make it easier for people interested in future writing/modding etc. to get started, or even start now if they want.

I also need transfer the old blog posts to this new blog, hopefully I can find a way to do so without manual copying and pasting!  I also want to get more writing done on the female start, if only so I can get back to Lily!


Fun Stuff:

On the Patreon page you should see a download, it's a date converter to change real-world dates into the world of AW (specifically to the variant of the International Fixed Calendar being used). It also has some info on the system, as well as how it came about in the AW world.

Also, there's this thing below, which I made back during my vacation. It was purely for fun, but I figure you all may enjoy it. ^-^  (download here) o/


Friday, August 3, 2018

Version 0.13.1 Bugfix


I've got a bug-fix release for you, a rogue i was AWOL from it's array bracket [ ]...
The main bug has been resolved, along with a couple minor oversights and a lingering issue with theme settings not applying properly. :D




Fixed Stuffs:


  • Fixed the wardrobe bug that was causing a red message of death due to a silly missing i variable. Also improved the sorting function to work properly with additional clothing groups. (It was only sorting the main clothing group.) Clothing group items--for example bras and swim tops--do not mix, and stay in their own cluster of similar items for convenience purposes, this is intended.
  • Fixed the temperature joke for metric users. Kelvin is the official unit of temperature for SI/Metric though. Celsius, like Fahrenheit, is just a matter of personal preference.
  • Fixed an unclosed <p> tag outside Hole Foods.
  • Fixed the issue that was causing theme/font/bg settings not to apply properly. You may need to re-set your specific colors if you used a custom theme.
Thanks for your patience!

Ai Training Release - Version 0.13.0

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Thursday, August 2, 2018

Busy Busy Busy

Hello everyone, It's another short update today as I've been hard at work getting ready for version 0.13.0 tomorrow. I've been trying to fit as much neat stuff into the release as possible, because the AI work thus far isn't really "visible". We'll have working showers, Applewood mall, fast food you can eat, lots of restaurants where you can't eat yet, THOT TOPIC clothing, plenty of stuff to explore and hidden items, as well as a pretty cool little temporary secret/easter egg. You can also get properly wet and dry off over time, as well as absorb any fluids that happen to be inside you... 

I need to get some sleep to start over in the morning, but I'll leave these here:



The Springtime Release v1.26

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