Esoteric Update #71 - Internetception


So... I feel better. I don't want to get into nor dwell on my state of health, but I had a bad time through most of the last week. Specifically from last Sunday to this Friday. But, I said I'll expand on last weeks update and show what I've actually been up to. So starting with the API, I opted to add some array literals. I'd like to note that technically speaking the definition of new now does not fit with a pure Polish notation, but it's a compromise I'm willing to make.


Next, if you go to the mall, you'll note that the first shop is accessible. I'd say that it has enough content now. I've also (with help) replaced all the old cosmetic descriptions with new, improved ones.


Here I'd like to focus on how shopping actually works. Shops have randomised inventory that's fixed for the day, this is randomised (with a rarity system that lets me define the chance for something to appear every day), but also, the items you see at first are selected at random from the ones available. You can see more items by looking around (browsing). So there's a bit of time management and randomness to shopping.


Finally, there's a different kind of transition applied to locations close together. Right now it's just the mysterious door and the park.


For this week, two major things. Firstly, I noticed a pretty severe graphical glitch related to some poorly structured CSS on my part. I fixed it though, I think. At the very least, I see no other problems for the moment. If you are curious, the glitch manifested by flashing a dark rectangle when you clicked on an interactable element. It was only apparent on the game's Internet, where the UI is more colourful and diverse. I can now blog about my fictional blogs!


Secondly, I made a blog framework for the said in-game Internet. I have several ideas for it. Now, while it might not look like much, there's a lot of pretty good automation and modularity in this system.

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