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durrik

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Deviant for 19 years•6 Watchers•38 Watching•33 Deviations
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Artist // Hobbyist // Literature
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My Bio

I'm a hobbyist game designer and fiction writer.  I mainly work in Science Fiction (Both hard, and Sci-fi), and Fantasy.  I'm currently working on an erotic science-fiction (Elknid's Behemoth) so that I can use it for direction of a game with the same name.  The game will be done with Unreal Engine 5.


Favourite Movies
The Hunt for Red October
Favourite Bands / Musical Artists
Queen
Favourite Games
Borderlands 2
Favourite Gaming Platform
PC
Other Interests
Writing, Programming
Ordinary Girl Meghan / Magical Girl Ava The Honest Number, Again Source submissions in September: zero. That's two months in a row, and it's worth saying why this one is different from August. August's zero had burnout in it. September's doesn't. It was a quiet month in the engine because the work was somewhere else. Last month's report said the critical path for CoreX-M2 now runs through Blender, and this month it did. The character course is at lesson 12. The saved files in the art depot are numbered well past that, but only because Blender's incremental save bumps the number every time, so the filenames overstate the progress. None of this work becomes a changelist until there's a mesh finished enough to import, and there isn't one yet. So nothing changed in the engine, and the mesh moved forward a lot. Here's the mesh. The Body Is Done; the Head Is Next At the end of August the body was a blockout with hands and feet. At the end of September: The full body is done. The hands
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Ordinary Girl Meghan / Magical Girl Ava The Honest Number Source submissions in August: zero. July's report ended with fifty-one. The last changelist in this project's history is dated the 30th of July and nothing has landed since. That isn't a rounding artifact or a reporting-window quirk — no code changed hands this month. There are two reasons, and they're worth separating because only one of them is a problem. The first is burnout. July was a hard month by design — a build pipeline stood up from nothing, six settings tabs, a rebindable control scheme, a content-tier system, a leak found and gated. It closed on the 28th with CoreX-M1 declared done and version 0.1.0-cxm1.57 published and verified. Then the tank was empty, and the mesh work that was supposed to start immediately slipped a few weeks. That is what it looks like when one person does this. The second is a deliberate change of shift. CoreX-M2 is an art milestone. The whole point of it is a character standing in a city
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Ordinary Girl Meghan / Magical Girl Ava Two Pillars June ended with a city that builds itself. July stopped building the world and started building the game. The month got a name — CoreX-M1 — borrowed from the EA design flow: prove out the X. Before you make content, you de-risk the core technologies a viable game needs, using placeholders instead of art. Not "make the first level." Make the machinery the first level will one day sit on, and prove it works. Two pillars. One you can see: the front end — the thing that happens between double-clicking the icon and standing in the world. One you can't: the pipeline that turns a source tree into something a player can install. July drove hard at both, and the honest way to tell the month is as two parallel stories. By the end of it, MGA boots from a desktop shortcut, shows a splash, asks your age, tells you what you're about to see, opens a main menu, lets you set your resolution and your volume levels and your key bindings and your
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Thank you for watching Evie, Lisbeth, Lysette, and Agent Katie! Who is your favorite?