countless bats @countlessbats.bsky.social · 29/09/2026very pleased with the final result--nothing overlaps, gaps are even, the columns became a grid. this needs release heheh 120
countless bats @countlessbats.bsky.social · 29/09/2026I'm fixing Digital Devil Saga's appalling skill assignment menu--3 columns and 3 sort modes should do it 120
Reposted by countless batsWanly Made Mailman @basicchunnel.bsky.social · 27/09/2026I compare Remedy’s whole vibe post-CONTROL to stomp-clap-hey indie music of the 2000s: the latter is folk music for ppl who react poorly to folk, the former is weird fiction for ppl who react poorly to strangeness. HOUSE OF LEAVES played on a uke 231
countless bats @countlessbats.bsky.social · 19/09/2026should Qud3D (Parasang) be a realtime FPS but not very well-balanced, or realtime-but-actually-just-Qud-turn-based-underneath with 1:1 parity with Qud's balance? both modes will exist but they require very different kinds of support...I THINK? I wonder if I could fully use Qud AI in FPS mode 170
countless bats @countlessbats.bsky.social · 17/09/2026hmmm well it's less flat now but a little more...nicotine-stained? not sure this is what we're going for 3191
countless bats @countlessbats.bsky.social · 16/09/2026the Six-Day Stilt now matches its achievement icon...this is still not hand-placed, just built from some hiiighly specific rules lol not all that satisfied with how it looks tho, maybe different strips of weathering across its face to give it some texture? even...other tiles? 1130
countless bats @countlessbats.bsky.social · 16/09/2026I'm going to leave no-loads Qud in as an option, but have decided everything looks and works better if parasangs and z-levels are generally discrete--just too much cost to having them continuous, aesthetic and technical. areas that NEED multiple z-levels however like the tree and rustwells get em 290
countless bats @countlessbats.bsky.social · 09/09/2026what if ruins tiles under buildings populated their z-levels upward instead of down? would that even make sense. are buildings in the ruins large enough for this to work. I want tall shit 240
countless bats @countlessbats.bsky.social · 09/09/2026guns are working but combat wasn't in Joppa, so I ran toward Red Rock and took a shot at a baboon not expecting anything, and he vanished. no damage indicators or combat rolls in Qud, just cessation 6404
countless bats @countlessbats.bsky.social · 08/09/2026parallax is possible, but needs someone smarter than me to implement it! I'm gonna try the BLINK HORIZON, where when you parasang-transition you get a quarter-second fade-through-black and the horizon updates. here I'm walking between the corners of 3 parasangs repeatedly. 080
countless bats @countlessbats.bsky.social · 08/09/2026parallax horizons are proving tough. either I keep hammering on them or I return to a per-parasang horizon draw--just need to figure out a better horizon transition across parasangs without load screens. load screens are seductive right now...but not yet 060
countless bats @countlessbats.bsky.social · 08/09/2026just sprinting across Qud, trying to test the horizon out 050
countless bats @countlessbats.bsky.social · 08/09/2026I think the Spindle needs to be 2D at a distance and 3D up close. meter-perfect parallax on horizon features kind of demands a 3D model to move "around," or else the feature seems to slide along the horizon. the Spindle needed to always face the player for effect--until they got close. 280
countless bats @countlessbats.bsky.social · 07/09/2026experimenting with a veeery slightly 3D Spindle 030
countless bats @countlessbats.bsky.social · 07/09/2026my psychiatrist told me Big Spindle's not real and can't hurt me 060
countless bats @countlessbats.bsky.social · 07/09/2026take one of the horizon parallax tech...............promising actually 3111
countless bats @countlessbats.bsky.social · 07/09/20263D mountain placement? fully 3D mountain placement, properly situated in the same frame by their distance, some close and obstructing features and others far, behind the features? this would be a big win 000
countless bats @countlessbats.bsky.social · 07/09/2026in the no-load-screens open Qud world, it'll be worth it to see if I can get the horizon features (mountains/Spindle/Chavvah/maybe Yd) completely dynamic based on my specific standing location. right now they cross-fade as you cross parasang lines and it just looks confusing. 030
countless bats @countlessbats.bsky.social · 07/09/2026something bad happened to my brain in the past few years and I slide off of narrative now. fiction just doesn't seem as important as it did, especially in video games, but even in ttrpg podcasts, novels--anything. it all feels like filler now. this is a sickness I would see cured 450
countless bats @countlessbats.bsky.social · 07/09/2026Parasang has no combat in yet, but I had Doom AND Parasang BOTH up visualizing Qud, and in Doom combat happens, routing through Qud, so I died in Parasang. computers are interesting 0161
countless bats @countlessbats.bsky.social · 07/09/2026can I make Twitch notify me when anyone at all goes live with Qud? I know this feature at least used to exist 010
countless bats @countlessbats.bsky.social · 07/09/2026continuous parasangs are amazing but they're not always loading in the most logical order yet 040
countless bats @countlessbats.bsky.social · 07/09/2026Dwarf Fortress in Doom 0.0.1 - Fortress Visualizer (Gemgriffons) www.youtube.com/watch?v=W7aP...youtube.comDwarf Fortress in Doom 0.0.1 - Fortress Visualizer (Gemgriffons)YouTube video by countless bats 1112
countless bats @countlessbats.bsky.social · 07/09/2026Caves of Qud...2 or 3 parasangs loaded at once, from the sky 0253
countless bats @countlessbats.bsky.social · 07/09/2026my work operates on the same very broad principles that those toys that let you scan barcodes to generate monsters or whatever do: any string of numbers is a surface you can interpret 190
countless bats @countlessbats.bsky.social · 06/09/2026I...I made it...the new engine can walk from Joppa to the Stilt with no load screens* (the loading algorithm still lags behind a direct sprint northwest but I'm working on it) poor Stilt has been demoted in the new engine, it will rise high again 1211
countless bats @countlessbats.bsky.social · 06/09/2026today's experiment: can the new engine load 9 parasangs at once, selectively around the player as they move, for a continuous Qud overworld? 170
countless bats @countlessbats.bsky.social · 06/09/2026Joppa's back to basics, but the load time was instant 070
countless bats @countlessbats.bsky.social · 06/09/2026new engine so far: the dreadroot are swaying...and the stars are...That 3305
countless bats @countlessbats.bsky.social · 06/09/2026I basically have two options: either I make pixel-perfect but *not really very good looking* recreations of the rustwells in my own engine, or I *figure out a hand-authored situation in Doom that fakes it.* or I can make my own engine, then fake it too--maximum gains, but most work. 1212
countless bats @countlessbats.bsky.social · 06/09/2026it might have to become Qud-in-a-custom-Doom-inspired-engine. gzdoom is getting in my way too much. in my own engine, I could make the world truly continuous--load parasangs as you run through them--make tall/deep zones--it might be worth it. 0120
countless bats @countlessbats.bsky.social · 06/09/2026deploying horizons to Dwarf Fortress in Doom the same way as in Qud, exact same mechanism of "looking ahead" to surrounding map tiles--results interesting but not as nice as Qud's, for now this is fortress exploration mode btw 091
countless bats @countlessbats.bsky.social · 06/09/2026my brain is always supplying neologismic jargon while I work on these projects. today: spurious reloading while wandering around a zone is "anxious" reloading. anxious = something that happens because the program has received the false impression it is out of sync, when it should trust sync state. 170
countless bats @countlessbats.bsky.social · 06/09/2026the rust wells might have to be achieved through sleight of hand and trickery instead of a technical solution. z-levels win again, in the grand tradition of the roguelike. illusions have served me well so far and are going to do so again now 050
countless bats @countlessbats.bsky.social · 06/09/2026left things in a bad state last time. the rust wells are destroying me 060
countless bats @countlessbats.bsky.social · 06/09/2026fortress exploration mode in Dwarves in Doom........a haunting sight. the ceiling is too low to walk into this chamber of horrors 0120
countless bats @countlessbats.bsky.social · 06/09/2026I'm gonna try procedurally pre-authoring standalone Doom WADs to serve as the rustwells' layout. Qud still needs to expatriate all of the units from the parasangs below to make it playable, but this might solve my layout problems. 060
countless bats @countlessbats.bsky.social · 06/09/2026a watervine farmer named "girsh nephal" just manifested in my rustwells (Qud-side) and started doing spoiler attacks from the very endest game enemy. I don't know why this happened but it was alarming 060
countless bats @countlessbats.bsky.social · 05/09/2026Dwarf Fortress in Doom v0.0.0.0 Pre-Pre Alpha First Look www.youtube.com/watch?v=Ip3W...youtube.comDwarf Fortress in Doom v0.0.0.0 Pre-Pre Alpha First LookYouTube video by countless bats 2278
countless bats @countlessbats.bsky.social · 05/09/2026loving how the rust wells *look,* but they don't pass inspection yet. the side-caves aren't carved into the walls, and I can't seem to loot deep in them. keeping Qud oriented while in a combined space like this in Doom might be thorny. but...we need deep levels sometimes. 1171
countless bats @countlessbats.bsky.social · 05/09/2026playing around with Dwarf Fortress as an elf and gave a sermon about animals then clicked the guy next to me and excuse me??? 2191