
I have delayed “soon” somewhat so that I may keep that promise and I am really counting on you guys to have not read this far. I know I promised I would produce something for you for that soon. As in life, “other people” remain a stretch goal feebly cheering me on from the bottom of a surmountable heap of tasks and a less-surmountable mountain of distractions.Īnd speaking of distractions, this whole affair is itself just something I find myself led away by when I ought to be working on my primary project. I should also like to add other pedestrians to the game, which will no doubt create its own problems related to that (how can players differentiate themselves from NPC pedestrians?) as well as unique ones of their own (how will they navigate and will the player collide with them, or pass through them unimpeded like spooky-ooky ghosts?). Probably the hardest part of that will be actually creating a player sprite that does not look too awkward– as anybody who has played either of the first two Grand Theft Auto games can tell you, top-down views of humans get bland rather quickly. My next goal will probably be to tie up the loose ends with signal timing (as there are still several left) and to work on making a player character and implementing that into the game. I am working on making these more visible, or perhaps adding some kind of marker to show vehicle turns. You cannot really see the blinkers and brake lights on the cars, so here is a big version. The automated construction process for intersection transit routes has been improved but there remains room for improvement yet. Dozens of smaller things which, when taken collectively, are a pretty big deal. Expanded graphics generation options to allow specific roads to have individual surface and curb colours (eventually, maybe, textures). Timer and event object classes, which control scheduled and repeating events. A motorcycle vehicle with its own unique stats. Turn indicators on vehicles, which broadcast to the player which direction a vehicle intends to turn (it is currently very hard to see I will add an effect that makes it more obvious soon!)

Stop sign AI, which reliably stops vehicles from colliding with each other and admits them to an intersection in an efficient (though currently somewhat hard to easily predict) sequence I have done a lot on this the past week or so, including these things: n_n LICEcap ASEprite furry furryart animat off-topic pixel art work-in-progress Ex Nihilo doods toons I will post again eventually, but I have no clue when that might be. She is a character in a story I am writing with one of my fantastic girlfriends. If you are curious, the character’s name is Eicheloa “Eloa” Riisilou, 41 years old academic, cultist, mother of three. :1Īnyway, none of my projects are “dead” exactly but they will forgive you if you return to your lives and maybe phone the hospital to see how they are doing every so often instead of visiting in person. I would say it turned out fairly well? I have not settled on the colouring and the lines are not finished but who knows if they ever will be.
LICECAP UNEVEN COLOR CRACK
I am not used to drawing with a tablet and this is my first crack at it in a while, and one of my first ever at using it for pixel art. I did wish to post something, however, and this is it: a doodle I did yesterday night, redrawn for you in FANTASTIC RE-DO-VISION (a technology normally reserved for the high-speed reconstruction of trees and rocks).

LICECAP UNEVEN COLOR PLUS
This, plus a few other things, has made it difficult to work on my game. It has been an eternity since I posted something here, and th reason is that I started taking commissions, because I find that, while money may not buy happiness, you cannot buy happiness with poverty, either.
