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space & times

francis tseng's blog

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<em>Fugue</em> Devlog 27: Good progress

I’m still working on Fugue. Funnily I had a draft update post exactly a year ago that I never finished, but this post is almost 2 years aft…

<em>Fugue</em> Devlog 26: More tool building and 3d nightmares.

It’s been a while since the last update; I was away at a language immersion program and then very busy with our move to Paris but managed t…

<em>Fugue</em> Devlog 25: More generic player handling, inventory UI, and more.

Hard to believe it’s been less than three weeks since the last update. I’ve managed to finish a lot even though I feel like I haven’t had m…

<em>Fugue</em> Devlog 24: Puttering Along

I’ve been slowly chipping away at porting things to Unity, sketching out new game systems, and tweaking the script syntax. UpdatesFor I’…

<em>Fugue</em> Devlog 23: Migrating to Unity &amp; Clay

Migrating to UnitySo the last post was about migrating to Godot 4 and now I’ve gone and started migrating to Unity. At the start of this pr…

Setting up NVIM for Unity development

Specifically for Linux. I’m using Ubuntu 22.04 and Unity 2021.3.22f1, with . This was a pretty heinous setup process, so I’m documenting th…

<em>Fugue</em> Devlog 22: Migrating to Godot 4, Tooling Changes, and the Skill Check System

Gliss, and Migrating to Godot 4Godot 4 was recently released and brings with it many improvements to GDScript (thankfully addressing most o…

Log: 1/25/2023

Food in Mexico, Junji Ito’s new show, apocalyptic 90’s violence, and radioactive whetstones. Food in MexicoKira and I just returned from Me…

<em>Fugue</em> Devlog 21: More Character Generation Work

Chargen fixes and improvementsI’ve had to fix a few more issues with the character generation system, but also added some improvements. One…

<em>Fugue</em> Devlog 20: Merging Textures in Blender

At the end of the last post I mentioned some optimization considerations for Fugue’s character models. I managed to reduce the poly count o…

<em>Fugue</em> Devlog 19: Character Generation (Part 2)

After much chipping away the character generation system (“”) is mostly complete! As mentioned in the previous post the character generatio…

<em>Fugue</em> Devlog 18: Character Generation

The character generation system is starting to come together. There are still a few things to figure out, but I think I have the bulk of it…

<em>Fugue</em> Devlog 17: Content Management System

It’s been awhile but I have been working on Fugue here and there. The biggest accomplishment is a more cohesive content management system, …

<em>Fugue</em> Devlog 16: Motion Capture Tests

. After a few busy weeks I’ve found a bit of time to continue work on Fugue. One of the last major questions content production, after writ…

Feeding Food

This is a draft (completed in October 2020) of a piece that was never published. I’m posting it here for anyone who might be interested. Th…

<em>Fugue</em> Devlog 15: Divine Demons, In-Game Game, and Seamless Textures

Modeling demonic divinitiesGrowing up I was very fond of Buddhist art and I would make an effort to visit various Buddhist temples whenever…

<em>Half-Earth Socialism</em> (The Game)

For the past year I worked on Half-Earth Socialism, an online game accompanying the book of the same name by Drew Pendergrass and Troy Vett…

<em>Fugue</em> Devlog 14: Authoring Tools

Wow, it’s been almost a year since I last updated this blog. I haven’t had time to work on Fugue until a month or so ago. Since then I’ve b…

Log: 7/16/2021

This week: low-density ancient urbanism, an extraction-free Atacama Desert, AI and climate change, and Wakanda. ) The real urban jungle: ho…

Log: 6/05/2021

This week: Comfort with contradictions, anime and Gen Z Dialetheism and Eastern PhilosophyWe recently finished watching The Good Place, whi…