Happy June! It’s a bit early this month, but let’s have a technical status update. After all, E3 only comes once a year. Thank goodness for that. Let us, therefore, scour our eyeballs with the contents of the programmer-taken screenshot-mobile* and look at some new features that have made their way into CE that are, in fact, not related to E3 at all.
* Sanity adjustments performed by art team; Programmers have funny ideas about composition. And everything, really, though I admit if you need a fine pair of shoes or a man’s hat, Nicholas can hook you up. -d
This happy naturalist, for instance, is not going to E3. Your subjects will now tell you what they’re thinking via little floating bubbles above their heads. In this case, a naturalist is happy, probably because she’s knee-deep in ocean water. You go, naturalist. Character thoughts can include thoughts about what they currently want to do (eat, sleep, walk into the sea never to return, go to E3), or their moods (happiness, sadness, anger, at E3, etc.)
Character moods are slowly starting to be tracked, where people will be happy but will become less happy as their needs are not met. If your subjects are not happy, expect Unwanted Behaviour, including the sort of thing which may warrant a visit from the Anti-Paranormal Invigilators and walking into the sea, never to return. Also, E3.
Characters now also need to sleep. They seem to do this rather a lot right now, admittedly for testing purposes. Characters prefer to sleep in beds (currently next to beds, as Mr. Triolo has not yet devised the getting-in-bed animation due to being fully occupied with un-shoggothing the biped rig), and will be happiest sleeping in a bed that corresponds to their class (upper-class, middle-class, lower-class.) Failing that, characters will sleep wherever they can:
… or, in this case, underwater:
(As has been noted before, we should probably fix that.) If an interior space is available without a bed, characters will do their best to make themselves comfortable:
- which can, of course, lead to everybody deciding to have a nap in your refinery.
Artists have also been seen getting into the XML files* and adding new in-game objects, which is why the game now contains such wonders as smatterings of skulls and bones all over the place, additional trees, and cacti. All of these have been modeled for awhile, but it seems like now is a good time to start dropping them into the engine proper.
*Imagine this spoken in the tone which one would say “Beetles have been getting into the Crimble”-d
Combat! Combat is starting to fall into place. Your military will now shoot encroaching… things. Sadly, we cannot reveal the nature of the things encroaching upon your territory, for fear that your minds are not yet ready to handle the truth. Soon.
(The things, incidentally, can also kill people.)
To that end, your military can also build fortifications from which they can defend themselves. Right now, fortifications are limited to various types of walls (fences, brick walls, barbed wire fences, etc.), pointy stakes, and gabions (a sort of earthworks defensive thing that people can hide behind or shoot over as they see fit):
Constructions that are being built but have not yet been built are now implemented as semi-translucent floating things. (Internally, the engine refers to them as “ghosts”) Here we see some gabions in the process of being constructed behind a barbed-wire fence, in order to serve as a crude line of defense against E3:
Happy E3, everybody! Enjoy the madness and the horror. Yes, you see, E3 is part of the conspiracy. They’re all in on it. Sony, Microsoft, Nintendo.
SOON YOU WILL ALL KNOW WHAT IT IS LIKE TO EXPERIENCE SOCIAL MEDIA INTEGRATION. Soon you will all be Kinected to each oth… no, don’t drag me away from my keyboard! Give me back my special coffee, I’m on a roll here…
Nicholas has returned to the Code Abyss to … rest. Once he completes his regeneration cycle we can let him out again. -d