SBURBSim Big Bad Update is Complete!!!
http://farragofiction.com/SBURBSim/
Big Bad Update on Main!!! (Which means NPC Update is finally done!!!)
Guys! Guys! Guys!!! We did it!!! We have 13 (arc number secured) big bads in the system causing all sorts of chaos, the carapaces have been thoroughly fleshed out, and a SHIT TON of bugs (especially in AB) have been squashed thoroughly unless their improv comedy routine is on point.
I know this update took way longer than the rest of 'em, and part of that was IRL shit sure, but this is also the most ambitious update yet and I am so super fucking proud of it.
BTW big bads spawn in response to specific events in sessions (such as being grim dark and having access to dutton items), so have fun trying to figure out how to find them all ;) ;) ;)
Next Steps
First up is the fact that the Big Bad Update represents the final major update (which was kinda planned cuz Big Bads are the finale, right?). Nearly every remaining feature can be implemented via the shiny new AI ENGINE, barring gnosis for new fanon classpects.Which leads us to
THE FUTURE
. Basically, I've been working full time on Farrago (mostly SBURBSim) for a year and a half now and its finally time to jorb again. Gotta get my sweet, sweet capitalism on. But you guys do not even KNOW how fun working on all this has been, and I am definitely going to keep doing this as a hobby. SO, my focus going forward is going to be equally divided between:
processing new content for
DollSim
adding more canon big badsworking on SBURBSim's EpilogueFleshing out this
spooky thing
Breaking them down, processing doll uploads takes like...half a day? That's going to represent a much bigger chunk of my work when I'm only working on weekends or before bed going forward. You all are such talented artists though, its amazing how many doll parts you create!
At the same time, the Big Bad Update is hella extendable and adding new Big Bads to the system doesn't even really need a full deploy. Me and Shogun plan on sprinkling some in throughout to really flesh out Paradox Space.
Meanwhile the FINAL FEATURE of SBURBSim will be the ModUpdate. I already have a proof of concept thrown together, but the goal is for people to be able to completely customize a session, right down to adding or removing carapaces from it. Customizing players will REALLY get hard core in terms of setting sprite and quirk and land and even their AI. And yes, plenty of extra fanon classpects will be added. AND as a final feature, the Rendering Update will finally integrate with doll code (assuming it turns out to be feasible once initial tests go through).
Basically there is just something really satisfying about SBURBSim's Epilogue being a celebration of all the great ideas and work you all have done these past nearly two years. ModUpdate will be MUCH smaller of an update, but not working on it full time means it'll be out when its out.(I wonder if SBURBSim's epilogue will be out before Homestuck's???)
And finally gee I wonder what that spooky thing is and how it relates to
The Land of Horticulture and Essence???
Oh yeah! I wanna give a big thanks to MI for designing the NPC update in the first place, Shogun for helping to design how the Big Bad/AI Engine worked in the first place (and designing several BigBads including reskinning DeathOS as Literally Hussie at the last minute) and TG for scripting literally every single carapace in SBURBSim according to their vague design, and you, the fans, for submitting all sorts of carapace ideas (some that made it into the final version, some that did not).











