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pyksies.bsky.social
I'm Pyksies, an adult text RPG creator and writer for other games! https://pyksies.itch.io/ https://pyksies.itch.io/mercanoid https://pyksies.itch.io/maverick-manor
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Wild how draining a coding hurdle can be. But, hurdle hurdled. Currently writing a lot of lore for the Hazard Heroines setting, to be included in the newly revamped Codex system!

Cooking up a revamp of my 'Struggle' system for grabbing attacks, to fit with the new UI. Injects a bit more 'horny danger' into proceedings, with your goal being to use limited moves to fill an 'Escape' bar before the enemy can fill their Capture bar!~ #nsfw #adultDev

Did some optimization and managed to shave my enemy attack scripts down by 50-60%, depending on individual scripts. Overhaul proceeds apace!

Got my new gallery template/autogen set up, alongside my kink filtering system. In the games, Warn and Forbid divert the player to a content warning or skip the scene. In the Fantasize gallery - reframed as the protag's fantasy - these tags get warning colours instead. #nsfw #adultDev #adultGames

I thought the templating job for scene-specific content warnings would take me a couple of hours. It ended up being a full work day. At least it's one-and-done!~

As an inexperienced/untrained programmer, making two arrays talk to one another is sort of like trying to acclimatize two cats to one another's presence in your household. Stuff is broken and you're pretty sure one did a shit in protest. #nsfw #adultDev

Rereading my own scenes so I can make their proper tag lists for the new system. Thankfully not as harrowing an experience as your brain will always trick you into thinking it'll be, if you haven't read something you wrote for a while. #adultDev #nsfw

Huzzah! I have substantially revamped my kink tagging/filtering system. - Generates page via tags of each scene in the game. - Tells the player how many times a kink/tag shows up in the game. - Only shows the tags that show up in this game. - Hovering over a tag explains it. #nsfw #adultdev

A shrewd businessfrog knows how to sweeten the deal.

Took one day off and now I don't remember what I was doing or what my game is called or my mother's face- Ah. The humble checklist. You were by my side, all along... #gamedev

Good news! I escaped the CSS mines. Thanks as always to the peeps on the Twine Discord server. If you ever have a problem, rest assured that plenty of experienced devs are happy to procrastinate from their own projects to help you with yours!~ #gamedev #twine

Ran into a CSS issue, couldn't immediately overcome it, and felt every last joule of energy, enthusiasm, joy and hope for the future jettison from my body in 0.13 seconds flat. I'm back in the CSS mines. #gamedev

Make checklists. I'm telling you this so maybe it'll sink in for me, too. Progress can seem so dauntingly out of perception when you're at the bottom of the hill, but checklists turn progress visual, quantifiable. And when you hit that 50% hump; UNF. #gamedev

Progress on new/reworked Status Effects seemed pretty good last night, until I realized a systems connection I'd overlooked (armour and accessory stats, and how they can give resistance stats). What followed was 8 layers of 'wait I forgot- wait I forgot- WAIT I FORGOT-' Done now! Phew. #gamedev

It's fading now, but I got hit with a bolt of hyperfocus like the good ol' days. Estimate I knocked out about 30% of this dang status effect overhaul in a single night. Shame I struggle to find an equilibrium between 'nothing' and 'ALL THE WORK', pfft! #gamedev

A fairly productive weekend! Mostly improving my living space, but hit a major milestone in the status effects rework.

I finished Cyberpunk 2077, finally. I'm still not sure how I'd rate it! It's a game I recommend cautiously, I think. It's also still pretty damn buggy! But it held my attention for over 100 hours, and the main quest content is solid.

I fell for the nap trap, folks... 'Oh I'll just lie down for 15 minutes-- aaaand it's been 3 hours and I had a weird dream.' Still managed to get some work done, though. Finishing the current roster of DoT effects tonight, then it's onto the 'Doom' effects. >:3c

I really need to get better at regular posting, but I don't always have things to say! I dunno how people do it, pft. Working on status effects under the new system! Got a whole lot cooked up. Having 3 factors to tweak per-status effect gives me a lotta room for making more!

When the desire to game-work is being overridden by the desire to game-write things that are not yet supported by completed game-work.

Y'know, I'm getting the feeling that some unreasonably powerful people are about to start asking some terrified nerds 'what the hell were we spending our money on, exactly?'

Made some major progress on the new combat UI last night - can now complete a fight from start to finish within it! Up next is finishing the design of new status effects and then implementing them. But as you can see from last update, a lot has changed!

A Sketch Page commission from @droolingdemon.bsky.social ! I'm super thrilled with it, showing off a range of silly little aspects of my silly little (evil) persona, Pyksies. >:3c

Hit 1k today! It is greatly appreciated. I don't have anything to celebrate it with, but I'm still workin' away at The Maverick Manor 1.1 and its foundational upgrades for the next game!

Scrolling down my Following tab and getting increasingly confused as after about 6 pages every single image is MLM Bara Furries. None of whom I Follow. Good for them tho, those dudes are GETTING it, damn

So far, the central-bottom Context Bar is working - for displaying arena-specific information about unique mechanics and such! - and the Player's status effects bar, where effects are represented with scaleable icons and display their Deadline. Hovering gives you more info, and hue-shifts the icon.

Shaking off a lotta rust. After dealing with some minor teething issues with an update of my version of Sugarcube, I'm working on 1.1's litany of framework improvements. Currently laying the foundations for a much better combat UI!