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About Digital Art / Professional Core Member Shadowriter, theMale/United States Groups :iconda-amazons: dA-Amazons
Amazon & Female Muscle Directory
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Deviant for 9 Years
3 Month Core Membership
Statistics 3,016 Deviations 6,018 Comments 133,423 Pageviews

Newest Deviations

HardLife v0.26 (public build) - road to v0.30 by ShadowRx
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HardLife v0.26 (public build) - road to v0.30 :iconshadowrx:ShadowRx 25 25
XristinaMassey-N50 by ShadowRx
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XristinaMassey-N50 :iconshadowrx:ShadowRx 2 0
XristinaMassey-N49 by ShadowRx
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XristinaMassey-N48 by ShadowRx
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XristinaMassey-N47 by ShadowRx
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XristinaMassey-N45 by ShadowRx
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XristinaMassey-N46 by ShadowRx
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XristinaMassey-N44 by ShadowRx
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XristinaMassey-N43 by ShadowRx
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Stock-350lb-7ft0in-24bi-Valkyrie-P16-A03 by ShadowRx
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Stock-350lb-7ft0in-24bi-Valkyrie-P16-A03 :iconshadowrx:ShadowRx 0 0
Stock-320lb-6ft9in-22bi-Amazon-P16-A03-HDF21 by ShadowRx
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Stock-290lb-6ft6in-20bi-Warrior-P16-A03-Fighter04 by ShadowRx Stock-290lb-6ft6in-20bi-Warrior-P16-A03-Fighter04 :iconshadowrx:ShadowRx 1 0 Stock-260lb-6ft3in-18bi-HWFBB-P16-A03-Hero by ShadowRx
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Stock-230lb-6ft0in-16bi-HWBoxer-P16-A03-BG140 by ShadowRx
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Stock-230lb-6ft0in-16bi-HWBoxer-P16-A03-BG140 :iconshadowrx:ShadowRx 0 0
Stock-200lb-5ft9in-14bi-FBB-P16-A03 by ShadowRx
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Random Favourites

Big Business 2011 Front side by zzzcomics
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Big Business 2011 End by zzzcomics
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Big Business 2011 End :iconzzzcomics:zzzcomics 138 12
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Candy starts working out pt 3 by zzzcomics
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Andromeda and Neutrino Roof RR by zzzcomics
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Andromeda Neutrino No Lava Tub by zzzcomics
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Hotrods Dream by zzzcomics Hotrods Dream :iconzzzcomics:zzzcomics 474 46 TShirt Time Soviet Superwoman by zzzcomics
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Real Render UlraViolet by zzzcomics Real Render UlraViolet :iconzzzcomics:zzzcomics 96 1 Uno and Duo 50K PT2 by zzzcomics
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(my :+fav: list - last count ~11,600 items - has been split into collections, which were later merged into supercategories so that I can reach them with the 3 tile handicap on the left side of the collection bar)

Random from Amazon...

This collection has grown quite a bit since I last updated this description. It has since been split into multiple folders/collections, with the newest items here.

Random from XD

(this collection is from my :+fav: list - last count ~600 items - this is a smaller list not bound by category, and are instead my :+fav:'s :+fav:s :))

Random from We Remember...

We Remember You... Deviations from Lost Artists; those who: have Quit, been Banned/Suspended, been Offline for a Year or More, or have Passed On...


Rest in Peace :iconvince3:

Friends

Amazon Groups

Amazon RP / Story Universes
:iconangel-fallsda: :iconmusclegrowthroleplay: :iconmyoz-girls: :iconthebuffies: :icontheulwlefed:



(Amazons of Legend)
Female Muscle and Super Strength
:iconamazonsofanime: :iconamazonsofgaming: :iconathenasharem: :iconawesomearmorwomen: :iconbigfbbcomparisons: :iconbrawnbl0wers: :iconbuffbabe-tavern: :iconda-amazons: :iconfemalemuscle: :iconfemalemusclefantasy: :iconfemuscleofthemonth: :icongentlegiantesses: :icongirlvsgirlosc: :icongodlikestrength: :iconinvincible-females: :iconjust-big: :iconladyguns: :iconmusclegirlfans: :iconmusclexgiantess: :iconmuscularfemalefan: :iconomnipotent-girls: :iconpowerbeauties: :iconsexyhardbodz: :iconsl-muscle-fans: :iconthefemale-hulkout: :icontitaniummaidens: :icontwinstudios:


Giantesses
:iconabout-the-size-of-it: :iconclean-gts-club: :icongiantess-in-tights: :icongiantess-zone: :icongiantesscollagers: :icongiantessgroup: :icongiantessscifi: :icongiantmanipulation: :icongts-incorporated: :icongts-omni-gathering: :iconhyper-growing-haven: :iconomnigiantess: :iconsweet-and-statuesque: :icontoys-for-giantesses:


(Everyday Amazons)
Boxing, Wrestling, Athletics, and generally Kicking Ass
:iconactionladies: :iconanti-fail-females: :iconbadassbabes: :iconbattle-ready-womyn: :iconboxingbeauties: :iconclubcatfight: :iconcombativewomen: :icondeadly-girls: :icondemon-ladys-of-hell: :icondivas-knockouts-fans: :icondynamic-females: :iconfantasticfemales: :iconfemale-boxing: :iconfemale-domination: :iconfemale-vs-female: :iconfemalevillainclub: :iconfemaltransformations: :iconfemdomfiction: :iconfemdomgroup: :iconfightin-females: :iconfighting-hotties: :iconformidable-females: :icongirl-power: :icongirls-with-swords: :iconjoshiprowrestle-fans: :iconkarmas-bitch: :iconladys-in-video-games: :iconmasculine-female: :iconmixedfighting: :iconprowrestlingtrinity: :iconsfc-sexyfightclub: :iconstrong-female-roles: :iconsupernaturalfemmes: :icontomboy-lovers-unite: :icontrue-amazons: :icontwa-wrestling: :iconviolent-women: :iconwomenofbadassery: :iconxenowomenfans: :iconyoungheartstrongwill:


Co-Ed Strength Groups
:iconall-type-of-warriors: :iconbarbarian-kingdoms: :iconbattle-fight-art: :iconbodyrock-fitness: :iconbuffnessclub: :icondungeoncrawl: :iconeveryawesome: :iconfeats-of-strength: :iconpowerhousehero: :iconslammingbigbrawls:


Fan Clubs
:iconchun-li-club: :iconcindy-phillips-fav: :icondoa-tina-lovers: :iconfantasticlin: :icongen13-club: :iconjessies-harem: :iconmuscleahsokatano: :iconmuscleraven: :iconmuscular-makoto: :iconremembering-xena: :iconrumbleroses: :iconsexysupers: :iconshe-hulkrocksfc: :iconsonya-blade-fanclub: :iconsuperbabes: :iconsuperheroineaddicts: :iconteam-tifa: :iconwonder-woman-fanclub: :iconxena-warriorprincess:

Webcam

fucking move to the goddamned left you bastard fucking image!!! Fuck your 386 max fucking width...  your CORE membership gives you access to this GREAT PILE OF SHIT WIDGET... yeah, that's worth the $60/yr -_-

Groups

:iconawesomearmorwomen: :iconw-boobs-very-strong: :iconmuscularfemalefan: :iconmusclegirlfans: :iconda-amazons: :iconbestdasuperwomen: :iconsuperwomanfans: :iconfemalemusclefantasy:

Watchers

Visitors

:iconmarc40:
marc40
Oct 18, 2018
6:11 am
:iconsnowmansd:
Snowmansd
Oct 18, 2018
5:45 am
:iconfalcon82mm:
Falcon82mm
Oct 18, 2018
5:05 am
:iconcksummer:
cksummer
Oct 18, 2018
3:57 am
:iconashgreycat:
AshGreyCat
Oct 18, 2018
3:42 am

Who likes Polls? :excited: 

43%
10 deviants said I LOVE POLLS!! :w00t!:
13%
3 deviants said Ugh, more crap to fill out? :work:
9%
2 deviants said I think I'll vote for... no, maybe... agghh, can't decide! :writersblock:
9%
2 deviants said Why bother, its not like my vote counts anyway... :(
9%
2 deviants said 2 years since your last poll, and this is the best you could come up with?! :roll:
4%
1 deviant said If I say yes, can I hang out here for a while? :lonely:
4%
1 deviant said I don't know! The media hasn't told me what to think yet!! :o
4%
1 deviant said Yes, choose... but only from the choices you give us! :upset:
4%
1 deviant said I gotcha poll right here pal... :threaten:
0%
No deviants said Ich hasse Umfragen! :rage:

Apologize?! Never! -- on the other hand... 

27%
4 deviants said Never hand someone a gun unless you're sure where they'll point it.
13%
2 deviants said And that's when I shot him, your honor.
13%
2 deviants said Now get the hell out of our galaxy, both of you!
13%
2 deviants said When you reduce a family tree to a family bush, you just can't hide as much beneath it.
7%
1 deviant said Aside from dying? Can't think of a thing.
7%
1 deviant said To leave now that I have decided to stay with the others, would be rude... and uncomfortable.
7%
1 deviant said With my very busy schedule I can only accommodate so many requests. I know it's a burden, but you will simply have to wait your turn.
7%
1 deviant said Sorry she meant to say "Stripped naked and thrown out an airlock." I apologize for any confusion this may have caused.
7%
1 deviant said We are all the sum of our tears. Too little and the ground is not fertile, and nothing can grow there. Too much, the best of us is washed away.
0%
No deviants said It takes only a moment. But we spend the rest of our lives looking back at that moment in shame.

How important is backward compatibility with pre v0.26 save files? (please comment) 

54%
20 deviants said do what you have to do, just get a new version out already!
24%
9 deviants said I start over each update anyway, so whatever...
11%
4 deviants said very... (please tell my what you are afraid of losing... stats, size, slaves, enemies, resources/items, etc.)
5%
2 deviants said kind of... (which bit of progress do you most wish to keep? stats, size, slaves, enemies, resources/items, etc.)
3%
1 deviant said Does this mean you'll finally be adding proper descriptions/appearance screens for all characters???
3%
1 deviant said Don't take my shit! I scrounged hard for that money!
0%
No deviants said Don't take my Slaves!
0%
No deviants said Don't take my Stats!
0%
No deviants said You had better make this 'reset' worth my while... ;p
0%
No deviants said But... I finally got the exact size I wanted!

Activity


HardLife v0.27+ Unified Interface


General Purpose/Unified Actions Interface, intended for Combat, Encounters, Situations, Home Screen, Exploration, etc.

[1] REACT (situational responses)
~ ~ <situation 1>
~ ~ ~ <reaction 1>
~ ~ ~ ...
~ ~ ...
~ ~ Search*
~ ~ Travel* (includes walk/jog/run workouts and nowhere destination)
~ ~ (*if no active situation prevents it)
[2] ENGAGE
~ ~ Talk
~ ~ Flirt/Compliment
~ ~ Taunt/Insult
~ ~ Compell
~ ~ Threaten
~ ~ Lewd Act
[3] STANCE
~ ~ Fight {AD}
~ ~ Beserk {AA}
~ ~ Guard {DD}
~ ~ Counter {CD}
~ ~ Flee {--}
~ ~ Surrender {--}
~ ~ Open {--}
[4] STRIKE
~ ~ Punches
~ ~ ~ Jab
~ ~ ~ Hook
~ ~ ~ Uppercut
~ ~ ~ ...
~ ~ Kicks
~ ~ ~ ...
~ ~ Slaps
~ ~ ~ ...
~ ~ Misc
~ ~ ~ Headbutt
~ ~ ~ Knee
~ ~ ~ Elbow
~ ~ ~ Backfist
~ ~ ~ ...
~ ~ Weapon
~ ~ ~ <weapon 1>
~ ~ ~ ~ <action 1>
~ ~ ~ ~ ...
~ ~ ~ ...
~ ~ Adult (lewd strikes)
~ ~ ~ Groin-shot
~ ~ ~ Tit-shot
~ ~ ~ Breast-slap*
~ ~ ~ Pec/Tit-punch*(with)
~ ~ ~ Cock-slap*
~ ~ ~ ...
~ ~ ~ (* if character has)
[5] GRAB (grappling moves start with a grab attempt)
~ ~ Wrap (secure hold)
~ ~ Squeeze
~ ~ Lift
~ ~ Slam
~ ~ Bend/Twist
~ ~ Pull/Drag
~ ~ Release
~ ~ Throw
~ ~ Break (slam against self {shoulders/knee/etc.})
~ ~ Workout-with (curl, press, pump, squat, etc.)
~ ~ [KNOWN MOVES] (grapple sequence macros)
[6] SEX (and related actions, pending design/addition of system)
~ ~ Flash/Tease
~ ~ Strip/Rip-clothes [target self/opponent]
~ ~ Grope/Rub
~ ~ ... (other lewd actions)
[7] USE
~ ~ Weapon
~ ~ Device
~ ~ Item
~ ~ Environment
~ ~ Power
~ ~ Skill/Technique
~ ~ Situational/Special actions
[8] READY
~ ~ Guard/Counter Actions
~ ~ Draw/Stow Ready Weapons/Gear
~ ~ Equip/Drop
~ ~ Activate
[9] COMMAND
~ Slaves/Troops
~ Enemy/Target-NPC/Object
~ Remote or Voice-activated unit (eg commanding troops/air-strike over radio)
~ ???
[0] QUICK MENU
~ <favorite action 1> (option to map to hotkeys?)
~ ...

[ESC] BACK
new combat menu

[1] REACT
[2] ENGAGE
[3] STANCE
[4] STRIKE
[5] GRAB
[6] SEX
[7] USE
[8] READY
[9] COMMAND
[0] QUICK MENU

[ESC] BACK
HardLife UOS Prototypes (for v0.27+)

I'm now looking at compression and inflation of data prototypes, such as cars, humans, etc.

The prototype will contain a list of inflation algorithms for some data blocks (like B/body-structure), such as min(), max(), rand(), randPts(), etc. - that will convert the minimal prototype information into a full character, item, or other object.

This will reduce the complexity of adding new objects/creatures to the game, and make the CMS much simpler to integrate.

With this, I am also looking into adding species/races (which serve as the prototype for characters and other creature types), and later sub-groups that may include probabilities for racial traits like hair color.

Also, the first use case for the $ data-branch has revealed itself as part of the compatibility/save updating system. $ will store system information such as data version, with 1 sub level of recursion storing the data version for each major node. Such that CHAR.B.$.ver would store the version of the body/structure data format, so that it can be updated when that node/block is changed in future versions of the engine (such as adding bones, joints, and organs to the list, as needed for the upcoming wounding system).

This will make upgrading old saves and maintaining compatibility much easier going forward, and now that we have the core structure, anything using the older structure would simply be truncated/re-calculated as needed. That does mean that old items, etc will be flushed when we go to the new item system, but that would be hard to avoid anyway as item IDs will likely be changing. (we're going away from the S-Mart "<Dept#>-<Aisle#>-<Product#>" format to something more useful)

We will also be implementing non-npc/humanoid and generic creature encounters. Things from these encounters will not be tracked as NPCs, and thus cannot become enemies, be re-encountered, and for now cannot be captured. This is contingent, in part, on the fight and action system refactors (part of the encounter redesign/refactor for v0.27) so that actions aren't a hard-coded list... we can't very well have a stray dog punching you, can we?

I'm adding a small weather function to estimate sunlight% by time of day, nothing fancy for now, it won't include seasonal changes yet, but knowing how intense the daylight is at any given moment has many applications...
(not everything, after all, is diurnal in nature. >BD)
HardLife - Unified Object Structure v1.0 (for engine v0.27+)


I've finally settled on a unified object structure for all things in the game. Now I can begin integrating it into the game and CMS as linked features are implemented.



Of particular note are the object-type specific nodes, which ALL objects will possess regardless of their CURRENT type (yes, that's right, we're including support for object-type transformations... exploring characters as places, having NPCs become/behave-as vehicles, having items come to life, etc.)

_    basic object properties, applies to all objects, generic of any type
B STRUCTURE-TYPE properties (body, building, etc.)
C CONTAINER-TYPE properties
I ITEM-TYPE properties
L LOCATION-TYPE properties
N NETWORK-TYPE properties (connections, relationships, etc.)
R RESOURCE-TYPE properties
V VEHICLE-TYPE properties
Z MAP-TYPE properties

Notice CHAR-TYPE isn't listed... that's because ALL OTHER BRANCHES ARE RESERVED FOR CHARACTER DATA.


Below is the FULL DATA STRUCTURE for ALL OBJECTS, which has been OPTIMIZED for CHARACTER-TYPE DATA:

OBJECT.{
_ OBJECT-LEVEL PROPERTIES (qty, mass, durability, expiration, volume, density, conductivity, temperature, color, etc.)
A ACTIONS
B BODY/STRUCTURE
C CHAMBERS/CONTAINMENT
D NEEDS/MOODLETS
E METABOLISM/[BIO-]MECHANICAL ENERGY-SYSTEM (multi-socketable)
F FACTIONS
G GEAR/WEARABLES (EQUIPMENT/CLOTHING/MODULES/READY-WEAPONS/WORN-GADGETS/etc)
H HISTORY (significant events)
I ITEM PROPERTIES
J JOURNAL (objectives, notes, bestiary, bio/intro, replaces PASSAGES node)
K SKILLS/KNOWLEDGE
L LOCATION PROPERTIES
M METRICS
N NETWORK/RELATIONSHIPS
O RECORDS/ATHLETICS/ABILITIES
P PERSONA/BIASES (likes, dislikes, quirks, etc.)
Q QI (and the 15, stat-based, Qi Energies)
R RESOURCES (Property/Finances, Volume-based or Non-tangible Supplies; possibly Fuel- though that will likely be done through containment/chambers instead)
S STATS
T TRAITS (including FEATURES and NAMES)
U REPUTATION
V VEHICLE PROPERTIES
W POWERS (chosen for the Greek-letter Omega)
X RESERVED FOR EXPERIMENTAL FEATURES
Y ACHIEVEMENTS/STATISTICS
Z MAP PROPERTIES
$ RESERVED, BUT CURRENTLY UNUSED
}


All Nodes allow an underscore property to serve as a data-cache, all other properties/keys must be unique identifiers and begin with a letter.

Example from ACTIONS
OBJECT.A._ AVAILABLE ACTIONS CACHE (possibly)
OBJECT.A.{} ACTIONS QUEUE

CHAR.N._.S.{} SLAVES CACHE (stored for convenience, but refreshed when relationships change)
CHAR.N['npc name'].{} RELATIONSHIP properties for that NPC


Object-level properties can also be overridden by functions, and are automatically done for some object types (eg CHARACTERS have a more complex durability value based on their current stat and energy levels, and any wounds)



Some of the interesting/peculiar ramifications of the unified system include being able to apply item-use properties to characters, presumably triggering if you consumed said character. Not that there are any plans for such, I'm merely remarking it is *possible* under the unified structure.

On that same note, an object in the room can store a history/record of events that transpired there, should someone have the ability to psychically read objects.

Rooms can be Networked together for navigation as well.

Vehicles, Characters, Rooms, Furniture, Clothing, Equipment, etc. can also act as a Container and thus hold other objects (based on their storage/chamber capacity and the object's volume).



Now, is it genius or insanity...? I'll leave that for history to decide. (a remark typically made by insane dictators right before instituting their evil plan for global domination, but whatever, ;p)



To address the question of why we are moving to single-letter property nodes, no it isn't for obfuscation, it serves 2 vital purposes. It neatly avoids collisions with previous data structures, both lexically and abstractly, and it is much shorter/easier to type and keep straight while coding. It also forces me to look very closely at what kind of information I want to store, and how to keep it logically organized for future expansions.


To use Income as an example, we now store that as CHAR.R.P.IS._.I._ for the cached total income, and CHAR.R.P.IS.{} for the individual income and expense entries for that character's income-statement. CHAR.R.P.BS.{} will store their balance-sheet with all their assets, liabilities, and neutral-value securities, in case you were curious.
("CHARACTER.RESOURCES.PROPERTY.INCOME_STATEMENT._CACHE.INCOME._CACHE" is a pain to type, prone to typos, and adds a lot of bloat to the code, vs "CHAR.R.P.IS._.I._")

Now, if you're wondering why there are 2 cache levels there, the first is the cache of all Income-Type entries, but as they have separate intervals, they cannot be combined at the first level. So at that level is the list of all income entries, but if we take the _cache entry at that level, then we get a single cached annual income value/projection.

But, we needn't worry about that for now, the financial system won't be added until around engine v0.29, right before we add jobs. That was just an elaborate example of the information we can now support.


Once the characters/etc. are fully converted over to the new format, we shouldn't encounter any more compatibility issues with with gamesave structures.
If I had it to do over...

we would have started with a root in-game-object type, with base properties like objectID(instance), objectLocation(x,y,z,map), objectMass, objectVolume, ...which would then be split into the ENTITIES, LOCATIONS, and ITEMS subtypes, and so on, each sub-classification defining additional properties that object possesses either directly, or through inheritance from its prototype and/or parent instance/prototype.

And, I would have probably tried a more object-oriented approach (though, since we don't have proper classes in javascript, it would still be messy), instead of using objects as data-structures only, in what is a mostly procedural approach.


Now, I'm trying to find a way to refactor every-thing into the same basic data-tree, so we can treat all objects with the same consistent logic and functions. (not nearly as scary as it sounds, as right now we only have 2 kinds of things: characters and simple items. We don't actually have cars, just car-encounters that imagine cars are present... that is a prime example of what needs to change.)


A unified object structure would let us:
* target anything or anyone within our power/range
* take any action on that target:
 - lift/carry/grapple
 - throw/catch
 - stand/climb on
 - squeeze/crush
 - hit/stab/shoot
 - talk-to
 - put something inside/take it out
 - break/rip/cut apart
 - or otherwise interact with
* keep better track of what objects were in what locations
* allow things to move/be moved, including buildings/vehicles
* show specific objects on the map, at their actual location

So, it wouldn't matter if it were a person, an otter, a pack of chewing gum, a 747, or a skyscraper, or a planet, it would obey the same physics and allow for the same base interactions.


Anyway, we don't need full object physics, just basic, but we should still have shared actions on any type of possible target...

You can always talk to a wall... but I'd be worried if it spoke back.


This design consideration relates to both the Item and Encounter/Action system refactors, and likely the Time system as well, all slated for engine v0.27.

The CHAR data structure will likely remain mostly unchanged by this, but it will need to be wrapped into a root object structure (or given root-object properties) for use in Actions/Encounters.

All objects, regardless of type, can act as containers/hold other objects. The parent object behaves as both the inertial reference frame for movement, and the selection-frame for targeting. I'm going to try my damnedest to keep the interface uncluttered, but still let you target anything in the same room/chamber/local-reference-frame.

All Objects will have properties like Durability/Integrity, but only Entities will have full stats/ability-scores, and thus a dynamic Durability score.

Item-type Objects need a Qty field, which might also be interesting for Entity types, as this effectively sets the base for handling Swarm Encounters, and might even allow for a replication/mirroring type powers. This saves a ton of space/memory for large numbers of essentially identical objects.

Down the road we can also use this new structure to expand on the description system for all object sub-types... to describe the mass of a car, the scale of a building, the muscle-tone of an animal, etc.



Don't run for the hills yet, this just means taking an extra day or two to plan out a unified data structure for all in-world objects, including characters, and to tweak the CHAR data-structure to include basic object properties.

Then, as we build on the support, we convert the CHAR-only actions to be compatible with any object instead, while keeping any Entity-only effects (such as wild-surges).

This is the time to do it, while the impact on existing content is still minimal, and the affected systems are already under renovation.

A Unified Object Structure will also make it easier to integrate into the CMS.
Okay, I have the first leg worked out.

WORLD.C will hold a complete list of all the Containers that exist
WORLD.I will hold a complete list of all the Items that exist

CHAR.C will hold cached pointers to the Containers CONTROLLED by that character (and yes, more than one character can, in theory, share a container)
CHAR.I[containerAlias] will hold a cached list of the contents of all containers controlled by the character, thus forming the total inventory of that character, split into containers - including a cache-only 'unified' container showing the complete list.

I haven't worked out the details of how I'll group item types yet, at the instance level, but the new itemMasterIDs will be prefaced with itemType descriptors, which may be all the grouping we require (so long as the descriptors are designed using big-endian structure).

The same is true for item and container instanceIDs, they will begin with the item/container-type, followed by a unique ID value.


Now I just need to workout the object substructure.
I'm going to roll v0.25507 back to v0.25283, just before the new weight system was added and metabolism shut off. That way we have a proper ending node for the v0.25 line, in case anyone want to play that series again.

It will also be useful for comparing changes between the old metabolism system, and the new one for the v0.30 series (currently on v0.26).
Sooner or later I will need to upgrade the spreadsheet to a CMS style editor for game content... I'm starting to lean toward sooner.

Right now ITEMS, ACTIONS, and some other multi-dimensional, nested arrays (aka objects) are being generated by calc spreadsheets in the HardLife calculator workbook.

A local CMS might be faster/easier to work with, and a lot more flexible. I have a PHP framework I could build it on pretty quickly. :plotting:

The only drawback for doing this sooner is that it effectively creates Y.A.P. on my todo list. (Yet Another Project)


I'll be adding full NPCs to the game soon, and I don't mean the RNG ones. Not only will they need stats and inventory, they will have a lot of other nodes that the spreadsheets just can't facilitate well.

Design is much faster with a database back end than a spreadsheet... and I can add notes and scraps about the NPCS/Items/etc. without it getting in the way. :plotting:


Anyway, still planning the new item system infrastructure, for both the master 'database'/back-end and the owner/front-end. (or item class vs instance, if you prefer- even though we are technically using class-less objects... so it would be more accurate to say prototype vs instance, though either way is still an incomplete picture since the 'instance' doesn't inherit ANY of the class/prototype properties or methods, instead only storing overrides or 'extra' properties as needed, such as durability, parent-container, and remaining-volume/quantity)

(Perhaps, for the good of humanity, I shouldn't be allowed to use parenthesis. :lmao:)


Different classes of items will likely have different property-trees, another bit that would be highly painful via spreadsheet.


Well, I'll keep at it and try to lock-down the new data format for items/in-game objects.
I miss databases. Item tables would be so much easier to handle than JavaScript Objects.

As you might have guessed, of the 3 major refactors for v0.27, I have elected to begin with the Item-system.

I think I can get around some of the limitations by using a containment hierarchy for items, but I basically need to be able to fetch and modify them by item_class_id, item_instance_id, and item_owner_id. :? :plotting:

I can create 2 way relationships between parent and child containment, which could help in locating items, but this will take some planning.

By separating consumable items from their packaging/container-objects, we gain the freedom to have the same base item in different size and combination packages within the stores, this also helps us toward an item-mixing system for cooking, alchemy, chemistry, etc.

Volumes on consumables need to be split from the simple use-counters we've had so far, so to for the item-durability for clothing; one should not be able to equip 50 people with the same shirt... unless one is a well trained, and licensed, circus professional.

Obviously, the base item data will be stored in the item-class table, while item-instances will only store what they absolutely must (such as remaining quantity/volume, durability, color, and other changeable factors), though I am considering allowing the instance to supplement or override the class properties. (should augmenting a particular potion add a potency modifier, or simply override the full value?)

Many questions... much thinking... :plotting:
HardLife v0.26 (public build) - road to v0.30
Download/Play in Sta.sh:  HardLife v0.26 by ShadowRx
on Patreon: www.patreon.com/posts/21606480
or on Philome.la: philome.la/shadowriter/hardlif…



HardLife engine v0.26 notes:
* At long last, we have descriptions!
* Description/Appearance system now integrated with NPCs in combat and slave interfaces.
* Weight and Stats system refactored.
* Far more accurate estimations of fat and muscle-tone.
* Super-stat powers, each girl starts with one power (except Lisa, who starts with all 3):
- - Cindy has Super-PHY (rank 2)
- - Tammi has Super-END (rank 2)
- - Sue has Super-STR (rank 2)
- - Lisa has Super-STR[5], Super-PHY[3], and Super-END[3]
* New Character: Susan Marien (high school athlete)
* Gaining stats now affects muscle and fat levels.
* New stat training system provides better balance and allows characters to have hidden potential.
* Global 'Girl Power' buff added, reflecting the current Amazon-Index of the world.
* Numerous other small improvements and things previous patch notes since engine v0.25 that I'm forgetting to include.
* A ton of rebalancing and debugging.

Note: due to considerable changes in the data structure, this version is not compatible with older saves. Save files created prior to engine v0.258 are no longer supported and may not function correctly. A warning has been added game for when older data formats are detected. Save versions older than engine v0.2 are guaranteed not to work, as the conversion code for pre-versioning save files has been removed.
Also, the guide is slightly out of date and will be updated once the character data-structure refactoring is completed.


Supporter build has 11 Cheats, including the newly added Venus Mode, which makes randomly generated NPCs youthful (and later amorous), and exclusive character Lisa Irons. Supporters also get access behind the scenes and the latest betas (currently v0.26): www.patreon.com/posts/21606152

---

edit: I just noticed dA named this for the IMAGE... it isn't a preview, its the full game thus far. Sorry for the confusion. :)
Loading...
HardLife v0.26 finally released!
HardLife-Preview v0.26 by ShadowRx
Download/Play in Sta.sh:  HardLife v0.26 by ShadowRx  
on Patreon: www.patreon.com/posts/21606480
or on Philome.la: philome.la/shadowriter/hardlif…



HardLife engine v0.26 notes:
* At long last, we have descriptions!
* Description/Appearance system now integrated with NPCs in combat and slave interfaces.
* Weight and Stats system refactored.
* Far more accurate estimations of fat and muscle-tone.
* Super-stat powers, each girl starts with one power (except Lisa, who starts with all 3):
- - Cindy has Super-PHY (rank 2)
- - Tammi has Super-END (rank 2)
- - Sue has Super-STR (rank 2)
- - Lisa has Super-STR[5], Super-PHY[3], and Super-END[3]
* New Character: Susan Marien (high school athlete)
* Gaining stats now affects muscle and fat levels.
* New stat training system provides better balance and allows characters to have hidden potential.
* Global 'Girl Power' buff added, reflecting the current Amazon-Index of the world.
* Numerous other small improvements and things previous patch notes since engine v0.25 that I'm forgetting to include.
* A ton of rebalancing and debugging.

Note: due to considerable changes in the data structure, this version is not compatible with older saves. Save files created prior to engine v0.258 are no longer supported and may not function correctly. A warning has been added game for when older data formats are detected. Save versions older than engine v0.2 are guaranteed not to work, as the conversion code for pre-versioning save files has been removed.
Also, the guide is slightly out of date and will be updated once the character data-structure refactoring is completed.


Supporter build has 11 Cheats, including the newly added Venus Mode, which makes randomly generated NPCs youthful (and later amorous), and exclusive character Lisa Irons. Supporters also get access behind the scenes and the latest betas (currently v0.26): www.patreon.com/posts/21606152
v0.259 up for beta testing on patreon, I should have v0.26 done tonight.

The character description system has been refactored to be compatible with NPCs, and several new description nodes have been added. You can now pull up the description of Slaves, both Combatants, and of course yourself from either the menu or S-Mart restroom mirror. I'll add in additional options to call up the descriptions in non-combat encounters, and on permanent NPCs once they have metrics.

The only thing holding up tonight's release is filling out the description nodes (old and new) to complete the screen.

New/unfinished description nodes include:
* overall body-tone
* bust (scale)
* chest (tone+scale) [NEW]
* pecs (tone+scale) [NEW]
* lats (scale) [NEW]
* waist (tone+scale) [NEW]
* abs (tone)
* hips (scale)
* butt (tone+scale) [NEW]
* arms (overall)
* forearms (tone+scale) [NEW]
* legs (overall)
* quads (tone+scale)
* calves (tone+scale) [NEW]
* overall health
* overall fitness

New/unfinished metric nodes include:
* pecs-depth [NEW]
* calf-circumference
* forearms [NEW]

Male and non-gender characters descriptions skip over the breast and hips descriptions.

I want to add additional traits like hair-color to the description screen soon, and as there is no selection system in place (not a problem for NPCs), I may just have it randomize those traits on new game for now. Later on, you'll be able to choose and even alter those traits. (remind me to refactor TRAITS with v0.27, so we can support temporary hair-coloring, gender-identification, and other variants in the future)

Future versions will also include descriptions for clothing, and details that are only available when nude.


Who's ready for v0.26? (Its coming within the next 12 hours...)
Testing a possible public release now...

The system for Spending Karma for Upgrades has been disabled for now due to bugs in the new interface, and incompatibility with the old interface (due to changes in the data structure). It will be added back in at a latter time, and much improved.

All other methods of training stats appear to be working correctly, and the buff system is running smoothly.


I am going to refactor Items and Encounters, along with the Time-system in v0.27. It will allow us to have far more interesting content, including having multiple encounters/situations occurring at the same time.

I am also starting a new branch (deviation/post) here with v0.26, since the data will not be compatible with older saves. I will try to maintain compatibility between engine/data v0.26-v0.30, and after v0.30 there shouldn't be any more compatibility issues, as all the data will have been refactored into the new (permanent) format.

This branch will continue to v0.30, then a new one will start at v0.31, v0.36, v0.41, and so on. The game will maintain continuity, but the major engine releases (multiples of 5) will be posted separately here for comparison.

I have an expanded and revised list of features planned all the way to engine v0.66, at which time I will begin building another game on this engine (Kendra), and over the course of the next few versions build the additional engine features needed for that game, while continuing to add content to HardLife.

The process will repeat every major engine version from there, for a total of 8 games on the HardLife engine, leading up to v1.0, where I'll start a twine-free branch tied into the full PSL system for online play and the eventual HardLife 2.0 game.

Back to the engine, graphics support for icons, portraits, layered characters and layered scenes are planned to be added in stages from engine v0.60-v0.65. I'll try to get a (dynamic) graphical map in the game well before that point though.

The big challenge graphically comes from all the possible combinations, including colors/tones. To that end I've been researching ways to run pallet/hue tricks in CSS, and I think I might be close to making a reasonable skin spectrum for characters. That will leave just the body-shape issues to work out, and of course the equipment/clothing layers for those shapes, which is still a ton of graphics to plan and render, but we'll get there sometime in late 2019.

The good news is that most of that graphical work can be used in other games as well, so the more games we build/design on the engine, the easier it will be to create new ones. Eventually I'll offer to build custom games on the engine, for those who want their own games.
v0.258 private beta is up for testing, won't be much longer until v0.26 is ready.

It looks like I finally have all the bugs knocked out of the new weight and stat systems, but there's still a bit more to do. I don't imagine you guys would fancy a release where you cannot raise stats, for example.

The characters have all been manually converted over to the new system, which gives them a lot more nuance and potential than they would have with the save-auto upgrade. This is another reason I'm seriously considering putting a wall between v0.26 data format and earlier versions.

I've tried to maintain backwards compatibility since the beginning, and it has slowed development down quite a bit. I feel the focus now needs to be on adding CONTENT to the game, and expanding the engine to accommodate it. The project is still too immature to be spending so much time on compatibility issues.

Going forward, the version upgrade system will be redesigned to convert all characters and world-data the fly (including NPCs), and only the basal engine data will be updated on load. (the previous system was a mess that checked versions every time the do_updates() function was called!)


Back <---
--> to the Present

I'm changing the Karma-Spending interface to be a proper popup dialog instead of taking over the current menu, and I still need to finish the stat-training function and test it, and write a few more descriptions for the appearance screen- then v0.26 will be released. (this week)
How important is backward compatibility with pre v0.26 save files? (please comment)
54%
20 deviants said do what you have to do, just get a new version out already!
24%
9 deviants said I start over each update anyway, so whatever...
11%
4 deviants said very... (please tell my what you are afraid of losing... stats, size, slaves, enemies, resources/items, etc.)
5%
2 deviants said kind of... (which bit of progress do you most wish to keep? stats, size, slaves, enemies, resources/items, etc.)
3%
1 deviant said Does this mean you'll finally be adding proper descriptions/appearance screens for all characters???
3%
1 deviant said Don't take my shit! I scrounged hard for that money!
0%
No deviants said Don't take my Slaves!
0%
No deviants said Don't take my Stats!
0%
No deviants said You had better make this 'reset' worth my while... ;p
0%
No deviants said But... I finally got the exact size I wanted!
The stat refactor has been a bit slow going, but I've almost got it...

deviantID

ShadowRx
Shadowriter, the
Artist | Professional | Digital Art
United States
Interests

How important is backward compatibility with pre v0.26 save files? (please comment) 

54%
20 deviants said do what you have to do, just get a new version out already!
24%
9 deviants said I start over each update anyway, so whatever...
11%
4 deviants said very... (please tell my what you are afraid of losing... stats, size, slaves, enemies, resources/items, etc.)
5%
2 deviants said kind of... (which bit of progress do you most wish to keep? stats, size, slaves, enemies, resources/items, etc.)
3%
1 deviant said Does this mean you'll finally be adding proper descriptions/appearance screens for all characters???
3%
1 deviant said Don't take my shit! I scrounged hard for that money!
0%
No deviants said Don't take my Slaves!
0%
No deviants said Don't take my Stats!
0%
No deviants said You had better make this 'reset' worth my while... ;p
0%
No deviants said But... I finally got the exact size I wanted!

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the One Rule + Changes to Features and Affiliates[the One Rule:]
One Rule to Ring Them All,
One Rule to Find Them,
One Rule to Bring Them All,
And in Our Gallery Bind Them.
It seems there has been a little confusion in voting of late, so to clarify...
This group has but one rule: "If it shows women as STRONG, its accepted; if it shows women as WEAK, its rejected."
Muscle tone is encouraged, but not required. If a piece shows, for example, an FBB being overpowered by a smaller male opponent IT IS DECLINED as it still shows the woman as weak by comparison. If a piece shows a small woman overpowering a large man, than obviously its in. Strength/Power is the relevant factor, not size.
(Sometimes size/muscle-mass is the only power-indicator provided in a picture, in which case we have to use it. So, fair warning, do not submit Blizzard-esque male-to-female body proportions without CLEARLY showing her overpowering him. The character's relative Canon power levels will be considered, if known, but this may not always be enough. For example,



Previous Weeks:
::

Voting for this weeks Feature: (coming soon)

Journal History

Comments


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:iconboobsandmuscles:
BoobsAndMuscles Featured By Owner Sep 8, 2018  New Deviant  Digital Artist
Thx by BoobsAndMuscles  
Reply
:iconvajter:
Vajter Featured By Owner Edited Sep 5, 2018
Thx for the watch!!!
Reply
:iconshoobider:
Shoobider Featured By Owner Sep 5, 2018
Thank you very much for the watch!
Reply
:icon3452:
3452 Featured By Owner Sep 5, 2018
Thanks for the watch! :)
Reply
:icongoddessnewmultiverse:
GoddessNewMultiverse Featured By Owner Aug 17, 2018  Hobbyist General Artist
Thanks for the watch, you're awesome...
Good luck with the game :3
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:iconshadowrx:
ShadowRx Featured By Owner Aug 17, 2018  Professional Digital Artist
Thank you :)

Is there anything you'd like to see added to the game?
Reply
:icongoddessnewmultiverse:
GoddessNewMultiverse Featured By Owner Aug 17, 2018  Hobbyist General Artist
Something like a chamber or a screen, something where we can see how big and muscled is our character, maybe a scanner or something
Reply
:iconshadowrx:
ShadowRx Featured By Owner Oct 2, 2018  Professional Digital Artist
The basic description system/appearance screen is filled in now. It gives measurements and descriptions of various aspects of size and fitness.

I'll expand on it later to include hair, eyes, and other attributes once added; plus descriptions of accessories, attire, or a complete lack thereof.
Reply
:iconwildfist2017:
wildfist2017 Featured By Owner Jul 7, 2018  Student Digital Artist
Thank you for the Watch!!!
Reply
:iconcrypt567:
Crypt567 Featured By Owner Apr 18, 2018  Hobbyist Digital Artist
Thanks from Watch :-)
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:iconshadowrx:
ShadowRx Featured By Owner Apr 19, 2018  Professional Digital Artist
Likewise :)
Reply
:iconcrypt567:
Crypt567 Featured By Owner Apr 19, 2018  Hobbyist Digital Artist
:happybounce: :happybounce: 
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:icon3sk0b4r:
3sk0b4r Featured By Owner Apr 12, 2018
Thx for watching!!!
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:icononek1995:
onek1995 Featured By Owner Feb 27, 2018
Thank you for watching and for the fave
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:iconshadowrx:
ShadowRx Featured By Owner Mar 8, 2018  Professional Digital Artist
my pleasure
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:iconkittyelfie:
kittyelfie Featured By Owner Feb 6, 2018
happy birthday
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:iconshadowrx:
ShadowRx Featured By Owner Feb 6, 2018  Professional Digital Artist
thank you, my friend :)
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:icon79big:
79big Featured By Owner Feb 6, 2018
1 Message from Hungary. Happy Birthday :-).
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:iconshadowrx:
ShadowRx Featured By Owner Feb 6, 2018  Professional Digital Artist
thank you :)
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:iconthormanoftunder:
thormanoftunder Featured By Owner Feb 6, 2018
Happy Birthday!
Have a great day and may more wonderful blessed years ahead!
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:iconshadowrx:
ShadowRx Featured By Owner Feb 6, 2018  Professional Digital Artist
thank you
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:iconcreationstar:
creationstar Featured By Owner Feb 6, 2018  Hobbyist General Artist
Happy Birthday.
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:iconshadowrx:
ShadowRx Featured By Owner Feb 6, 2018  Professional Digital Artist
appreciate it
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:iconcreationstar:
creationstar Featured By Owner Feb 6, 2018  Hobbyist General Artist
Your Welcome.
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:iconlustmonster:
LustMonster Featured By Owner Feb 6, 2018
Happy Birthday (2) !!!
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