<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="3.10.0">Jekyll</generator><link href="https://sky675.github.io/feed.xml" rel="self" type="application/atom+xml" /><link href="https://sky675.github.io/" rel="alternate" type="text/html" /><updated>2026-03-27T08:08:44+00:00</updated><id>https://sky675.github.io/feed.xml</id><title type="html">skyNet</title><subtitle>My site that I&apos;m probably just gonna use for changelogs.</subtitle><author><name>sky</name></author><entry><title type="html">OASIS 2 Dev-Blog #9</title><link href="https://sky675.github.io/oasis/oasis-2-dev-blog-9/" rel="alternate" type="text/html" title="OASIS 2 Dev-Blog #9" /><published>2026-03-27T00:00:00+00:00</published><updated>2026-03-27T00:00:00+00:00</updated><id>https://sky675.github.io/oasis/oasis-2-dev-blog-9</id><content type="html" xml:base="https://sky675.github.io/oasis/oasis-2-dev-blog-9/"><![CDATA[<p>Hi! As I mentioned in the previous post, this will largely be explaining OASIS 2 (as well as its differences and improvements from the original). This post is written mostly with the intended viewpoint of someone who has played through OASIS: Tokyo, so if you haven’t, you may not fully understand some things (I get a bit technical as well so you may not fully understand it anyway lol).</p>

<p>Around 95% of what’s mentioned below has already been implemented in at least a basic form, but as always please consider everything below a work in progress and any of it could change at any time.</p>

<h2 id="overview">Overview</h2>
<figure class=""><a href="/assets/images/posts/oasis2_blog9/env.png" class="image-popup"><img src="/assets/images/posts/oasis2_blog9/env.png" alt="" /></a></figure>

<p>OASIS 2 (working title) is a single-player/co-op “semi-tactical” FPS featuring elements inspired by extraction shooters and rogue-likes in a sci-fi cyberpunk setting. In it, you play as part of an outfit of mercenaries, taking various “under the table” jobs from corporations, criminal organizations, and anyone else who’s willing to pay.</p>

<p>You’ll travel across a near-future alternate-history Japan in your Mobile Operating Base, meeting various traders with a variety of quests on top of procedurally generated missions, all of which will provide reputation in its related region. Improving your reputation in one region may provide a foothold into another one. You’ll also be able to improve yourself, using a new cyberware system and a revamped skill system.</p>

<p>Story-wise, it’s a prequel to OASIS: Tokyo. You may or may not be able to see where it fits in. There will be multiple possible endings.</p>

<h2 id="changesimprovements-from-oasis-tokyo">Changes/Improvements from OASIS: Tokyo</h2>

<p>Next, I’m going to go into detail about what’s different about this game compared to the original Tokyo. I’ve made major improvements in the maintainability of the project compared to Tokyo and believe I can produce more content for this game more easily than I could previously. There’s even potential support for mods in the future.</p>

<h3 id="missionsgameplay-loop">Missions/Gameplay Loop</h3>

<p>On a broad level, the game is fairly different. Instead of a single reputation level, there are now multiple, one for each region of the game (6 currently planned). Regions will be unlocked sequentially, but not always by reaching the max level of the previous one. Mission difficulty can no longer be chosen, but at higher reputation levels the difficulty will still automatically increase. Each region will have some kind of unique feature or aspect, setting them apart from each other.</p>

<p>Shops are somewhat the same, but also very different. You’ll have categories in each shop and be able to upgrade each category with money, but you won’t always be so close to those shops. Shops now have a “trader” linked to them, and you’ll need to actually travel to them to buy from them, as well as accept and turn in any quests they may have. Each region will have different traders available, so you may need to travel some distance in order to buy certain things. You’ll eventually also be able to have items delivered to you though (how that’s done is tbd).</p>

<p>Also being introduced is a new currency. Currently called “Coins” (name will probably change, wanting suggestions so please let me know if you have any lol), this is a special, more rare currency that some traders may desire for certain goods or shop upgrades instead of typical Yen.</p>

<p>There is also now a Time System. Doing missions, traveling to other regions, and visiting traders will progress the day. Generated missions persist after completing one now and missions will expire/regenerate after a few days. Certain quests traders have may also be time sensitive. This is about all time is used for right now, but there are ideas which may be implemented in the future.</p>

<p>Higher reputation levels will also introduce a mechanic similar to the alert level mechanic found in the endgame of Tokyo, where you may find various parties invading the mission based on the current alert of the region. There will be ways to bring the alert level down, such as lying low or traveling to a different region (both of which spends time).</p>

<h4 id="mission-generation">Mission Generation</h4>

<p>In Tokyo, objective types had to have an objective type for each faction, which compounded as more factions and objective types were added. Objectives with hidden extra “hunter” factions were also technically their own objective type, independent of normal objectives. Now, objectives and factions are independent of each other, but the faction can still influence the rewards and description of the mission.</p>

<p>Missions are generated based on the pool of objectives, factions, map scenes, and modifiers/events the current reputation level of the current region has. This allows missions to have more potential possiblities than before while also being able to create new additions to those pools without having to worry about other aspects of mission generation.</p>

<p>Missions can now also be more hand-crafted, such as inserting specific rooms into the generation or dynamically modifying the difficulty based on the region level’s difficulty. These provide the ability to create unique missions for quests or special scenes (such as traders’ shops, which as I mentioned earlier you’ll need to actually visit to interact with them).</p>

<h4 id="level-generation">Level Generation</h4>
<figure class=""><a href="/assets/images/posts/oasis2_blog9/level_gen.png" class="image-popup"><img src="/assets/images/posts/oasis2_blog9/level_gen.png" alt="" /></a></figure>

<p>In Tokyo, the “seed” in the pause menu in missions was actually largely useless. The seed for deciding the layout and the seed for deciding the actual parts of the level were actually 2 different things (and tbh I didn’t realize that until last year). Since this is multiplayer, seeds actually need to be consistent, so they are! Missions can also be made with non-random seeds specifically set for them.</p>

<h4 id="loot">Loot</h4>

<p>In Tokyo, loot lists consisted of various sub-lists of manually defined items and rarities. When I added a new item to loot, I’d have to find the loot lists it should be in and add them manually. This time, items have a list of tags they belong to, and lists are generated by finding items with certain tags, and changing their rarities/removing them entirely based on other tags those items may have. With this they are now entirely separate and down the line this could even be used to easily add modded items straight into loot lists without the original lists needing to be modified.</p>

<h3 id="player">Player</h3>
<figure class=""><a href="/assets/images/posts/oasis2_blog9/lean.png" class="image-popup"><img src="/assets/images/posts/oasis2_blog9/lean.png" alt="" /></a></figure>

<p>The player controller has also been updated with some new features:</p>
<ul>
  <li>Leaning is now a thing</li>
  <li>Still no ability to crouch, however Left Control has been made a “modifier” key, pressing it while doing certain actions will do an alternate action:
    <ul>
      <li>Holding it in general will slow you down, which will also reduce the range at which AI automatically detect you</li>
      <li>Interacting with an item that can be equipped will instead have it be sent straight to your inventory, instead of trying to equip it first</li>
      <li>Dead bodies of other players can be looted, interacting with a body while holding the modifier key with a special item in your inventory will instead allow you to revive them, provided they weren’t killed via a headshot.</li>
      <li>Other abilities with it will likely come in the future</li>
    </ul>
  </li>
  <li>Stamina has been reworked: You no longer lose max stamina after completing a mission, instead you’ll lose more stamina the more you repeatedly do an action (for example, the stamina usage for sprinting will increase the longer you sprint). Not doing an action will reduce the stamina usage for that action. Water and other drinks still exist and stamina can still be restored mid-mission. The items can also be drank outside of a mission which will add stamina above the maximum amount (up to 2x).</li>
  <li>The player now has actual hitboxes - previously the main collider was used for hit detection for the player, and “headshots” were randomized. AI can also aim towards specific hitboxes.</li>
  <li>Bleeding has also received a rework. Instead of multiple bleed effects applied at different times, there is now one bleed effect that has stacks applied to it when bleeds occur.</li>
</ul>

<h4 id="inventory">Inventory</h4>
<figure class=""><a href="/assets/images/posts/oasis2_blog9/newinv.png" class="image-popup" title="Vest is placeholder, not planning on actually using that model
"><img src="/assets/images/posts/oasis2_blog9/newinv.png" alt="" /></a><figcaption>
      Vest is placeholder, not planning on actually using that model

    </figcaption></figure>

<p>Inventories now can have multiple smaller inventories in them. The base 3x2 pockets have been changed to 2 1x1 inventories stacked vertically, and 2 1x2 inventories beside them. Items now generate their own icons, allowing items such as weapons to have dynamic icons based on the attachments they have (dropped versions of weapons now also reflect the attachments they have). Items can now be rotated.</p>

<p>The stash can now be upgraded with more rows (tbd how that’ll actually be done, likely will be linked to a trader). Items that can contain inventories (namely backpacks and vests) can now be folded if no items are stored in them, reducing the space they take up but they cannot store items or be equipped until they are unfolded again. Picking up a foldable item that cannot fit in your inventory unfolded will automatically try add it folded.</p>

<h4 id="cyberware">Cyberware</h4>

<p>Cyberware has also been reworked. Cores have been removed in favor of 8 slots each with their own cyberware that can fit in each of them. Different mods can also be fitted to cyberware in those slots to change or add additional effects. Humanity will also be more of a factor. My expectation is that you’ll be able to equip cyberware to 4 or 5 of those slots as well as a handful of mods for those cyberware.</p>

<p>HUD elements return as mods for cyberware in the Eyes slot. Cyberware in that slot will come with specific mod slots that accept certain types of HUD elements.</p>

<h4 id="skills">Skills</h4>

<p>The Skill system has also been reworked. Instead of a single player level, you now have levels in multiple stats, which gain progress as you do things related to that stat. The stat’s level will also affect actions related to that stat. When you gain a level in a stat, you’ll earn a skill point. These can be spent in various skill trees, typically also linked to a stat. Most skills will require a certain level in a stat before you can take it. Master skills will also return, like before they are powerful skills at the end of skill trees that increase in skill point cost as you take related master skills in other trees. Stats currently have a level cap (meaning there is a finite amount of skill points, unlike in Tokyo), though that may change.</p>

<h3 id="weapons">Weapons</h3>

<p>Weapons have also improved in various ways, primarily visually:</p>
<ul>
  <li>There is now a near-wall animation played when up against geometry.</li>
  <li>There are now alternate types of ammo that can be loaded into weapons. As of writing there are: FMJ (normal ammo), AP (does more damage vs armor, less bleed chance), and JHP (high damage vs unarmored, high bleed chance, but does very little damage vs armor). More types are planned in the future. As of writing there are no shotguns implemented - there are multiple types planned for them too though.</li>
  <li>You can now check the status of your current magazine. By default it will provide a general description of how much ammo is in the mag, as well as the top bullet in the mag. With a weapon HUD cyberware mod, only information not shown by the mod’s HUD element is shown (such as only the top bullet).</li>
  <li>Weapons now contain a “aim helper” that was in Dyskairos: weapon bullets are shot from the gun towards the center of the screen, though bullet drop is still a thing (should help with shooting at range in general though).</li>
</ul>

<h3 id="ai">AI</h3>

<p>The enemy AI also have some new features as well. Enemies can now use multiple weapons as well as any usable item. They’ll have their own limited amount of items they spawn with, and cannot use more once they run out. AI can now have randomized attachments on their weapons, including different ammo types. AI cannot be looted still, though they have the capability for it now - may use it for the ability to loot a boss’s unique weapon or something like that, we’ll see.</p>

<p>Enemies can now spawn in together in squads (technically they could before, but now it’s built in to the system). These squads can also spawn with a leader enemy, which may change how the squad reacts to targets. AI now have a “personality and role” system, similar to the archetypes described in <a href="/koi/koi-bots">my post on the AI of my side-project koi</a>. The personality is the “micro” of the enemy, which determines how it handles combat. It may be hyper aggressive, it may sit and wait, it could even simply just run away. The role is the “macro” of the enemy, which determines how it moves outside of combat and how it communicates to other members of its squad. It can direct other members of the squad to a new target it sees or tell a nearby member to investigate a sound they hear instead of doing it themselves, among other things.</p>

<p>Tokyo’s AI originates from an old Unity tutorial from many years ago which I believe was called something like “pluggable ai” or something like that (haven’t tried to find it again tbh, it was for their tanks tutorial game, may not be on their site anymore). They were basically very modular state machines. You may guess this, but - like a lot of other things - when I wanted to add a unique AI type to the game, it was fairly cumbersome. I had to remake a lot of the same states, just with the slight changes I wanted it to have, which was pretty time consuming.</p>

<p>This new system consists of 3 scripts, a main “handler”, a micro resource, and a macro resource (both of which are extendable). These resources are very customizable with elements being able to be simply enabled/disabled, making it a lot easier to make new types of AI. It’s a bit of Tokyo’s AI system, the aformentioned koi’s system, and <a href="/dyskairos/dys-composition-ai">the system I designed for Dyskairos</a> all combined into one system that works pretty well and I’m happy with.</p>

<h2 id="roadmapconclusion">Roadmap/Conclusion</h2>

<p>I am once again changing the plan for announcements. Re-evaulating my pace, I’ve got a new plan, here’s what you can expect:</p>
<ul>
  <li>Early April - Short video showcasing gameplay of a single mission, may or may not be multiplayer, no Steam page
    <ul>
      <li>Will likely <em>not</em> post this to the Discord</li>
      <li>Also may try development videos alongside blog posts if there’s a decent response</li>
    </ul>
  </li>
  <li>May/June/July - Larger video showcasing more of the game (the hub, shop scenes, other mechanics), will try to get a Steam page up by this point
    <ul>
      <li>Will definitely post this to the Discord, intended to be a formal “announcement” video</li>
      <li>May try to edit it into a shorter more trailer-like video and see if trailer channels can post it depending on response (eg ign gametrailers and such)</li>
    </ul>
  </li>
  <li>After this point, I’ll start actively trying to shop around for a publisher, especially if I post the trailer video (if you’re involved with something like that and are interested in publishing the game please email me, lets talk!!).</li>
  <li>Not going to decide on a potential release date right now (though it definitely won’t be this year, may not even be next)
    <ul>
      <li>May consider a playtest or something later in the year, again largely depending on the state of development and general response to the previous videos.</li>
    </ul>
  </li>
</ul>

<p>There’s a few other things I also want to do between April and July (may or may not happen):</p>
<ul>
  <li>One final update to OASIS: Tokyo, fixing the remaining minor issues that’s been on my list and adjusting some of the lore articles to include some stuff planned for 2 as well as probably adding some new articles too. Specifically, planned for this update:
    <ul>
      <li>Fixing a bug I found with the AI’s runaway state while porting it to 2’s AI</li>
      <li>In Elimination, once there are 3 enemies left, direct them towards the player and prevent more from spawning (this is what 2’s version of this objective does)</li>
      <li>Rework the secret puzzle to not require the radio in the intro scene (the solution won’t change though, just don’t want to force people to listen to my stupid 60 second meme song and static for 5-15 mins for it anymore lol)</li>
    </ul>
  </li>
  <li>Publicly releasing koi and making its repo public.</li>
  <li>If a <em>single</em> person messages or emails me or posts in the Discord that they are interested in the weekly runs update that was planned for Dyskairos, I’ll do it that weekend. Sales wise, it’s completely dead (Tokyo is selling more than it still lmao), so I don’t see much reason in updating it otherwise.</li>
</ul>

<p>That’s about it right now. Please let me know what you think! Hopefully you’ll see a new video on my channel in the coming week or so, provided I don’t run into any major issues with the remaining work needed for a real playtest.</p>]]></content><author><name>sky</name></author><category term="oasis" /><category term="devblog" /><category term="mechanics" /><summary type="html"><![CDATA[the overview one]]></summary></entry><entry><title type="html">OASIS 2 Dev-Blog #8</title><link href="https://sky675.github.io/oasis/oasis-2-dev-blog-8/" rel="alternate" type="text/html" title="OASIS 2 Dev-Blog #8" /><published>2026-02-21T00:00:00+00:00</published><updated>2026-02-21T00:00:00+00:00</updated><id>https://sky675.github.io/oasis/oasis-2-dev-blog-8</id><content type="html" xml:base="https://sky675.github.io/oasis/oasis-2-dev-blog-8/"><![CDATA[<p>Hi! Obviously, no showcase video yet. I’ve made some minor changes in development direction recently and as such, it’s been delayed a bit. I’m now aiming for late March, but I’m not extremely confident in it as of writing. However, I will be doing screenshots for this post, as the game <em>is also</em> now <em>technically actually really</em> playable! As always this should be considered a work in progress and any of it could change at any time.</p>

<h2 id="delay">Delay</h2>

<p>So, first, a quick explanation of what’s changed. Originally I was going to create the video with no cyberware systems and no skill systems. However, I’ve realized that’s kinda stupid, as cyberware is definitely a major aspect of 1, and will be in 2 as well. That’s why its been delayed. I’ve already implemented the most basic framework of the cyberware system (which I will detail further below), and probably in the next week I’ll work on skills (after Next Fest is over).</p>

<p>In terms of other content, to prevent <em>another</em> delay (so I can start actually showing this to others) that’s not being changed. Being implemented before the video is a single faction, 1 objective type (maybe 2), 3 or so guns, melee, and some different other items. This faction is the most basic faction in OASIS 1, the gangs. They’ve technically already been implemented (you’ll see them below), but I plan on expanding their clothing collection.</p>

<p>I’m also considering between now and when its actually ready for a multiplayer recording posting some singleplayer gameplay. May or may not do this, unsure about it right now. While it is <em>technically</em> playable, it still isn’t quite ready for an actual gameplay session.</p>

<h2 id="new-things">New Things</h2>

<figure class=""><a href="/assets/images/posts/oasis2_blog8/general.png" class="image-popup"><img src="/assets/images/posts/oasis2_blog8/general.png" alt="" /></a></figure>

<h3 id="cyberware-implementation">Cyberware Implementation</h3>

<p>I believe I’ve talked about this in a previous post, but cyberware in OASIS 2 will work differently than in 1. Instead of a “Core” determining the availability of cyberware, there will be various slots with a spot for only one cyberware in each slot. Cyberware will now however have subslots in which mods and additional effects can be equipped.</p>

<p>For example, this is how the HUD cyberware will work: There’ll be various cyberware pickable in the “Eye” slot, each will have certain subslots available in them, such as: Weapon HUD slot, Health HUD slot, or a Vision slot (this slot would contain items such as SmartVision and the Objective Tracker).</p>

<p>Humanity will also be more of a factor in limiting how much cyberware can be equipped. I’m expecting maybe 4 or 5 main slots (there are currently 8 planned, but that number may end up shrinking) and a handful of subslots can be used before reaching the limit. Low humanity may also have negative effects, but its too early to say now (right now there are no other effects, but I do have ideas, if I think they’re too brutal for normal play, I may make them hardcore-only instead).</p>

<h3 id="menu--new-hub-scene">Menu + New Hub Scene</h3>

<figure class=""><a href="/assets/images/posts/oasis2_blog8/menu.png" class="image-popup"><img src="/assets/images/posts/oasis2_blog8/menu.png" alt="" /></a></figure>

<p>I’ve implemented what will probably be the main menu for the game (though it will be visually improved later, again work in progress) as well as the character creation UI. It now saves the last used save profile, so you can more quickly jump back in. I’ll likely not add a “Extra Modes” type of thing to the menu this time. Anything extra like that I want to do will likely be implemented as a new region in the main game instead (on top of the 6 regions currently planned)</p>

<figure class=""><a href="/assets/images/posts/oasis2_blog8/hub.png" class="image-popup" title="Also seen here: You have a setting for ‘Player Color’. This not only will change the color of your nameplate and pings in multiplayer but will also change various aspects of the game, such as the color of the stash and some miscellaneous HUD elements. This color is a global option, independent of the current profile.
"><img src="/assets/images/posts/oasis2_blog8/hub.png" alt="" /></a><figcaption>
      Also seen here: You have a setting for ‘Player Color’. This not only will change the color of your nameplate and pings in multiplayer but will also change various aspects of the game, such as the color of the stash and some miscellaneous HUD elements. This color is a global option, independent of the current profile.

    </figcaption></figure>

<p>Also new is the first version of the game’s hub scene, the inside of the back of the truck you’ll be traveling in. Here you’ll be able to access your stash, change clothing with the wardrobe, accept missions, or talk to your driver/mechanic Maki, who has a little screen to talk to you to from the cab. She’ll have a few starting quests for you. To re-iterate yet again, <em>very much a work in progress</em> - the interactable to accept missions from is literally just a cube right now.</p>

<h3 id="beginning-of-the-games-progression">Beginning of the Game’s Progression</h3>

<figure class=""><a href="/assets/images/posts/oasis2_blog8/gang.png" class="image-popup" title="Fun fact: I died seconds after this screenshot because the AI are very accurate right now lol
"><img src="/assets/images/posts/oasis2_blog8/gang.png" alt="" /></a><figcaption>
      Fun fact: I died seconds after this screenshot because the AI are <em>very</em> accurate right now lol

    </figcaption></figure>

<p>As I started earlier, I’ve started implementing parts of the game’s progression. I’ve added the first <em>actual</em> faction, the generic Gang. They are very similar to their OASIS 1 counterpart and as such are very aggressive.</p>

<p>I’ve also started on the first region, Fukuoka. This prefecture will be the starting region in the game, featuring a few traders and relatively simple objectives and enemy types (such as Gangs) to introduce you to the game.</p>

<p>One of these traders is the “Smelmart Employee”. Known only as that, he can provide supplies from his store’s stock for you, under the table. For a fee, of course. By default, he doesn’t sell any weapons, but may be willing to bring in a friend from Smelmart’s Security division with some of their surplus weaponry after some investment from you.</p>

<h3 id="skill-system-implementation">Skill System Implementation</h3>

<p>The skill system is going to be very different compared to 1’s. There won’t be one single “player level” anymore. Instead, different stats will gain XP from doing certain related actions and will level up once reaching a certain threshold.</p>

<p>When they level up, you’ll get a skill point. You can then spend those skill points on skills in trees related to the various stats. Certain skills may have some additional requirements, such as a certain level in a stat before being able to pick up that skill.</p>

<p>There will also be passive benefits related to levels in the various skills (for example, there’ll be a “fitness” stat which will improve stamina usage and movespeed with each level).</p>

<p>As of writing, none of this has been implemented yet, but that is the current plan for skills. The names of things as well as final implementation may change.</p>

<h2 id="future">Future</h2>

<p>As for Dyskairos, I cannot say for certain when weekly runs will come (if it will at all at this point). I may decide to take a small break to do it after creating the multiplayer showcase video.</p>

<p>Otherwise, that’s about it for now until next month. I’m planning to do a post in a week or two that’ll be a all-around overview on OASIS 2 and new features being introduced (that article is going to be written with the assumption you have played OASIS: Tokyo), and then the next post after that will <em>hopefully</em> be a post alongside the showcase/multiplayer video (for real this time).</p>]]></content><author><name>sky</name></author><category term="oasis" /><category term="devblog" /><category term="mechanics" /><summary type="html"><![CDATA[a small change of plans]]></summary></entry><entry><title type="html">OASIS 2 Dev-Blog #7</title><link href="https://sky675.github.io/oasis/oasis-2-dev-blog-7/" rel="alternate" type="text/html" title="OASIS 2 Dev-Blog #7" /><published>2026-01-28T00:00:00+00:00</published><updated>2026-01-28T00:00:00+00:00</updated><id>https://sky675.github.io/oasis/oasis-2-dev-blog-7</id><content type="html" xml:base="https://sky675.github.io/oasis/oasis-2-dev-blog-7/"><![CDATA[<p>Hi! Here’s another progress update. Not too much to talk about for the intro here, like I said last time it is <em>technically</em> playable, but I need to flesh the content and visuals out a little bit before the showcase video can be made. As always, this should all be considered very much a work in progress.</p>

<p>Originally I was going to add some screenshots to this post, but I’ll save it for a pre-showcase post or such as the ui is still being worked on, and I’d rather show it when it is done (and also it’s nearly the end of the month plus I don’t think anyone is actually reading these lol).</p>

<h2 id="new-features">New Features</h2>
<p>As a start, heres some highlights on some new things I’ve added in the past few weeks.</p>

<h3 id="control-modifier">Control Modifier</h3>
<p>Like in 1, crouching will also not be a feature in this game (for the same reasons as 1 too lol). Instead, Left Control (default key) is now a “modifier” key. It’s used to do alternative actions depending on the context. Currently, these are the actions that can be done:</p>
<ul>
  <li>Holding it in general slows your movement speed, it also reduces the auto detection range of AI vs you (movement speed changes in general will also change it as well)</li>
  <li>Holding it + Interact on a dead player will revive them, provided you have a <code class="language-plaintext highlighter-rouge">Revive Kit</code> in your inventory (this is a mechanic from <a href="/oasis/the-history-of-oasis">GMod OASIS</a>). Currently there is only one type of revive kit, but in the future I’ll probably add different variants, much like the Lifeline cards in OASIS 1. Additionally, if the player was killed via headshot they cannot be revived. As a reminder, player corpses are lootable so in this case their gear can still be saved, you’ll just need to carry the gear yourself out of the map.</li>
  <li>Holding it + Interact on an equipable item will have it skip trying to equip the item, putting it straight into your inventory (if theres room) instead. (as of writing this has a bit of an issue, as there <em>is</em> rotation, but it currently doesn’t try to rotate the item to fit it in the inventory, so you cannot pick up a 2x1 item into the pockets since it is 2 1x1 slots and 2 1x2 slots. this’ll be fixed later.)</li>
</ul>

<h3 id="bleeding">Bleeding</h3>
<p>Bleeding has received a minor rework compared to 1. Internally, instead of there being one bleeding effect that is applied multiple times, it is now one effect which has stacks added to it when a bleed happens. Aas such, bleed damage will now come all at once instead of at varying intervals. Certain ammo types will also have the capability of applying multiple stacks at once (random chance). AI are now also affected by bleed (they weren’t in 1). Currently they don’t really react to the bleed specifically but they can remove stacks by using healing items that remove stacks just the same as the player can.</p>

<h3 id="time-of-day">Time of Day</h3>
<p>As also mentioned previously (first in blog post 3 i think?), the general gameplay has also changed compared to 1. You can read more about it there (the idea hasn’t changed too much since I wrote that), but the gist of it is there is now a time system. Generated missions now persist after completing a mission and expire after a number of days. Traveling to different areas and missions change the time based on the distance or how long you took in the mission with 5 different time of days it cycles through per day. This has now been fully implemented with a sky that changes based on the current time.</p>

<h3 id="hud">HUD</h3>
<p>I’ve begun working on the hud. As in 1, it will be modifyable via cyberware to a varying degree, but there are some new base features. I’ve added nameplates and a pinging system for multiplayer. Nameplates work pretty typically, they’ll show their name above their body as well as their chosen color (there’ll be a color selector in the settings where you can specify a specific color to use, which is independent from the selected save file). When not visible, they’ll still be trackable in the world via a little indicator with their color. Pings are also fairly basic, it places a UI element at where you’re looking temporarily that others can see.</p>

<p>As I have stated, I <em>do not</em> plan on adding any form of matchmaking - multiplayer will only be via lobby codes/invites. So while I’m currently not planning on adding any kind of voice chat (as I’d expect people to already be in Discord or such), there is a text chat. <em>(There is a small voice in my head saying it’d be funny to try to add proximity chat anyway though.. Maybe with a radio cyberware and/or item too.. We’ll see.)</em></p>

<h2 id="more-map-generation">More Map Generation</h2>

<p>The main thing I’ve been working on is further work on map generation, more specifically with the offices map type. There are now lights (which are fake since I was getting light bleed when lighting for them was enabled, but it looks pretty good anyway imo), as well as doors (which work pretty much the same as 1, though there are some minor AI changes related to them).</p>

<p>Specifically, I’ve been working on creating more rooms and setting up loot/containers. I ended up writing my own plugin to make it easier to find props/entities of certain types such as containers, as none of the “Asset Placer” plugins I could find had what I was looking for. <em>(I just wanted to be able to specify certain folders to search and just only show stuff in those folders without having to manually add new assets, so thats what I did.)</em></p>

<p>I’ve also began to work on the UI in general, improving it in general and having actually something there in some places, instead of just the default theme.</p>

<h2 id="future">Future</h2>

<p>Aiming for video likely in late Feb/early March at the moment, its shaping up quite well but there’s a number of things that still need to be done.</p>

<p>With the video there may also be a small OASIS 1 update, I’m planning to:</p>
<ol>
  <li>Have it where the last 3 enemies in Elimination head towards the player (this is how the objective works in 2 now)</li>
  <li>Rework the secret puzzle to not require the radio in the intro (I also reverted the rng values for that radio to near-launch values, those are grabbed from this site so thats live currently)</li>
  <li>Fix a bug in the Runaway AI action that I noticed while porting that code to GDScript (it makes them run to the wrong side of an object occasionally)</li>
  <li>Some misc article changes, related to content I’m planning for OASIS 2, maybe some new articles (some lore retcons/previews if you will)</li>
  <li>Probably add a banner in the menu for this game or something idk <em>(I’m uncomfortable directly promoting it in the update post since the news posts types specifically say that promotion for another game should only be in the cross promotion post type, but I see promotion for other games all the time that are not that type so idk what to think lol)</em></li>
</ol>

<p>If this doesn’t end up happening alongside the video, I’ll probably end up doing it with the Steam page launch instead (so there’s something for the banner to link to)</p>

<p>On Dyskairos, I’m currently not sure when Dyskairos’ weekly runs will be done. I have it planned out, just need to set aside time from this to actually work on it <em>(its not exactly appealing with how its been selling tbh, to be frank I’d rather work on this which I know at least some people are/were waiting on and I think is already turning out much better than that game did, even so early like this).</em></p>

<p>Anyway, that’s about it for now. Hopefully next month’s post will be accompanied by a youtube video showcasing the game, but we’ll see.</p>]]></content><author><name>sky</name></author><category term="oasis" /><category term="devblog" /><summary type="html"><![CDATA[so close but not quite close enough yet. (some rambling included)]]></summary></entry><entry><title type="html">OASIS 2 Dev-Blog #6</title><link href="https://sky675.github.io/oasis/oasis-2-dev-blog-6/" rel="alternate" type="text/html" title="OASIS 2 Dev-Blog #6" /><published>2025-12-28T00:00:00+00:00</published><updated>2025-12-28T00:00:00+00:00</updated><id>https://sky675.github.io/oasis/oasis-2-dev-blog-6</id><content type="html" xml:base="https://sky675.github.io/oasis/oasis-2-dev-blog-6/"><![CDATA[<p>Hi! I’ve made fairly significant progress and it is nearing the end of the month (as I mentioned previously, I didn’t really have any posts for this month planned). So I figured this could be a bit of a “preview” for the planned showcase early next year. As always, this is currently in active development, should be considered very much a work-in-progress and could change at any moment for any reason.</p>

<h2 id="ai">AI</h2>

<p>First off, the “standard” AI has been implemented. They have 1:1 feature parity with OASIS 1’s enemies (and in some cases might be better?). They can strafe, chase lost targets, investigate sounds, run to cover to heal or reload - everything the first game’s AI could do, and more! Since the AI use the same weapon manager the players use, the AI also naturally support being equipped with multiple weapons and can use actual items.</p>

<p>To explain, in OASIS: Tokyo AI healing was largely “fake”: it would hide their weapon, show a bandages healing anim, and a standalone healing effect would be applied while the animation plays. They could do this as many times as they want as long as their HP was below the threshold for switching to that state.</p>

<p>In OASIS 2 they have actual references to the items they are using - they’re actually the same items players can use - making it fairly easy for the AI in the future to do things such as: Using non-healing med items (such as a damage reduction item) when getting near a place they’re investigating, throwing a grenade, or simply just drinking water randomly. Since they are, again, the same items players use, they’ll also run out of those items as well.</p>

<p><img src="/assets/images/posts/oasis2_blog6/aifight.png" alt="aifight" /></p>

<p>This is a screenshot of a small AI vs AI fight in a quickly made test arena I’ve made to demonstrate the current state of the AI (and the game as a whole). AI also now can have dynamically generated weapons. They’ll have a chance to have various attachments on their weapons or even use different ammo types and magazines.</p>

<h2 id="level-generation">Level Generation</h2>

<p><img src="/assets/images/posts/oasis2_blog6/levelgen.png" alt="levelgen" /></p>

<p>Recent work has also been done in the level/mission department as well, and I’ve added in enviroment pieces that are the first pieces of the Offices map type. Levels can be generated with them right now (though they are a bit limited as there are only two empty rooms for it to choose from and no lighting). Also with that, initial patrol AI spawning have been implemented.</p>

<p>As such, the game is now <em>sorta technically</em> playable! You can accept a mission, go to it, and find enemies to fight on a randomly generated map. However, objectives still need to be implemented - currently you automatically win after being in the map for 5 seconds.</p>

<h2 id="future">Future</h2>

<p>Obviously, I’m not quite ready for a more public reveal/showcase yet. But it is getting there! I’m currently aiming for potentially February for that showcase now. Next I’ll likely be working on expanding the Offices map type and will also be implementing the first and most basic objective type: Elimination. With that, I’ll also begin implementing other mission-related features previously mentioned in earlier dev blogs such as events (reinforcements, etc).</p>

<p>If you’d like to support me in this game’s development, please buy <a href="https://store.steampowered.com/app/2531340">OASIS 1</a> or <a href="https://store.steampowered.com/app/3463170">Dyskairos</a> if you haven’t already! They are currently on sale for this year’s Winter Sale. As always, thank you for your support.</p>]]></content><author><name>sky</name></author><category term="oasis" /><category term="devblog" /><category term="game-ai" /><summary type="html"><![CDATA[in which i've created some ai (the cool kind). the game is also now technically playable (kinda)]]></summary></entry><entry><title type="html">OASIS 2 Dev-Blog #5</title><link href="https://sky675.github.io/oasis/oasis-2-dev-blog-5/" rel="alternate" type="text/html" title="OASIS 2 Dev-Blog #5" /><published>2025-11-27T00:00:00+00:00</published><updated>2025-11-27T00:00:00+00:00</updated><id>https://sky675.github.io/oasis/oasis-2-dev-blog-5</id><content type="html" xml:base="https://sky675.github.io/oasis/oasis-2-dev-blog-5/"><![CDATA[<p>Hi! Welcome to another bi-monthly (for now) post on my progress on OASIS 2. If you’re not aware of this project, this is the prequel to my previous game, <a href="https://store.steampowered.com/app/2531340">OASIS: Tokyo</a>. It is a single-player/co-op cyberpunk FPS set 20 years before the first game. You can read more about it in the previous dev-blogs, such as <a href="/oasis/oasis-2-dev-blog-3">this one here</a> which details the expanded gameplay loop and multiplayer co-op.</p>

<p>Work from the Project Roundup post up until <a href="https://store.steampowered.com/app/3463170">Dyskairos’s</a> release was pretty stagnant, as I was focusing on fixing and polishing it up as well as preparing for its release in general. Now that it’s out though, I’ve started fully working towards a showcase of some sorts for this project (no date on that though right now).</p>

<p>As a side-note, like I mentioned before, Dyskairos is largely a finished game. I feel like I accomplished what I set out to do on that and I’m happy with it (even if some people may not like it). However, I am planning on <em>at least</em> one additional update featuring that Weekly/Daily run idea originally stated in the <a href="/misc/project-roundup-1#dyskairos">Project Roundup</a>. That will likely be coming in Jan/Feb, after the upcoming Winter Sale.</p>

<h2 id="weapons">Weapons</h2>

<p>Anyway, onto OASIS. As always, this is should be considered a massive work-in-progress, but in the last few weeks I have made substantial strides in the way of weapons. I’d like you to meet a potentially familiar face:</p>

<figure class="half ">
  
    
      <a href="/assets/images/posts/oasis2_blog5/makarov1.png">
          <img src="/assets/images/posts/oasis2_blog5/makarov1.png" alt="" />
      </a>
    
  
    
      <a href="/assets/images/posts/oasis2_blog5/makarov2.png">
          <img src="/assets/images/posts/oasis2_blog5/makarov2.png" alt="" />
      </a>
    
  
  
    <figcaption>Note: These screenshots are very small because the game is currently only being ran in a relatively small window to make seeing both perspectives easier. Sorry!
</figcaption>
  
</figure>

<p>The Makarov PM, also used in the original OASIS, is the first <em>actual</em> weapon being implemented. It is also serving as a test bed for new improvements over the original game:</p>
<ul>
  <li>Multiple ammo types</li>
  <li>Check magazine</li>
  <li>Attachments changing the size of weapons</li>
  <li>Dynamic item icons and drop models</li>
  <li>Near-wall animation and other new animations</li>
  <li>And more!</li>
</ul>

<p>The plan is to eventually reimplement most (if not all) weapons from OASIS: Tokyo, and add new ones as well! To start with, I will probably only do 4 or 5 weapons though - one of each major “archetype” (eg the Makarov is pistol, maybe a M4 as a rifle, some shotgun, maybe a smg, maybe a melee weapon, and a medical item or 2 which will technically be weapons (and were in 1 as well)).</p>

<h2 id="ai">AI</h2>

<p>I also want to go a bit in-depth on how I’m planning to implement the AI, since I’ll likely start on that in the coming weeks. I’m still planning to structure it similarly as the AI are in <a href="/koi/koi-bots">koi</a>, my bot warfare-inspired side project. As it is, there will be two levels to each bot: A “low-level” AI, which will handle combat and the actual moving around, and a “top-level” AI, which will decide on what it should be doing when not directly in combat. These two levels will have their own personalities/roles that determine how they act.</p>

<p>The low-level AI will work similarly to how the AI in OASIS: Tokyo worked, but in a more broad sense, instead of solely being based on faction. Here are the “personalities” currently being planned:</p>
<ul>
  <li>Normal (this is default balanced behaviour, strafing around until their target hasn’t been visible for a certain amount of time where they’ll push their last known position)</li>
  <li>Aggressive (these will push their target quickly, and more quickly strafe closer to their target)</li>
  <li>Defensive (these will not typically push the target and camp angles, similar to how some SectCom worked in Tokyo)</li>
  <li>More personalities with unique behaviour will likely be added in the future</li>
</ul>

<p>The top-level AI will have a “role”, which determines where the AI should go out of combat and how to respond to nearby friendlies getting into combat (and such).
Here are the roles currently planned:</p>
<ul>
  <li>Guard (default behaviour, similar to how typical enemies worked out of combat in Tokyo, they’ll patrol around their area and investigate sounds)</li>
  <li>Hunter Leader (will actively seek out nearby enemies and sounds)</li>
  <li>Defense Leader (like guard, but with a higher sound detection range. if they hear a sound, they’ll direct a nearby guard to investigate it if there is one instead of them)</li>
  <li>Objective Leader (will spawn with an intended objective in the map of some kind, likely reaching a certain location. they’ll try to make their way to that location and then leave. similar to corp squads in the facility in tokyo)</li>
  <li>Follower (will follow a specified bot or pick one nearby to follow if spawned without a leader)</li>
  <li>Again, potential for unique roles in the future</li>
</ul>

<p>If it isn’t obvious, I’m largely planning to add mostly the same AI types found in Tokyo and expand from there (though Defense Leader is entirely new, delegation isn’t something the old AI did). Flanking is a potential option I might try to look at eventually, as an example.</p>

<h2 id="future">Future</h2>

<p>That’s about all I have to say for now. As I’ve stated previously, I’m planning to more publicly reveal the game with a “showcase” video of some kind, likely with a co-op mission demonstration. I was aiming for sometime in December for this, but it will likely end up being in January or February.</p>

<p>Following this, I’m going to expand it into a vertical slice/demo of some kind. It will likely only feature a single region (maybe 2), as well as the time system,  plus some quests, etc. This may or may not be publicly available. Currently, my plan to try to get a publisher on board, and that is meant for that. <em>(if you are one and are interested in picking this project up please email me!! my email can be found on this site’s main page)</em></p>

<p>I’m going to continue these monthly blog posts, though I’m currently unsure what December’s will be about. If I make significant progress over the next 2 or so weeks (since I typically post these towards the beginning of the month instead of the end like this one), it may end up being another OASIS Dev-Blog, but if not it may be another Project Roundup or such again. Thank you for your support! See you then!</p>]]></content><author><name>sky</name></author><category term="oasis" /><category term="devblog" /><summary type="html"><![CDATA[in this one i'm focusing on weapons and bots]]></summary></entry><entry><title type="html">Dyskairos Release Changelog</title><link href="https://sky675.github.io/dyskairos/dyskairos-release/" rel="alternate" type="text/html" title="Dyskairos Release Changelog" /><published>2025-11-05T00:00:00+00:00</published><updated>2025-11-05T00:00:00+00:00</updated><id>https://sky675.github.io/dyskairos/dyskairos-release</id><content type="html" xml:base="https://sky675.github.io/dyskairos/dyskairos-release/"><![CDATA[<p>Hi! If you’re reading this, that means <a href="https://store.steampowered.com/app/3463170">Dyskairos</a> is available now (and you’re probably here from the Steam version of this post)! I wanted to do a little overview on what’s changed from the demo. If you happened to have read my <a href="/misc/project-roundup-1">Project Roundup</a> blog post last month, most of this has already been mentioned there.</p>

<!-- Courtesy of embedresponsively.com -->

<div class="responsive-video-container">
    <iframe src="https://www.youtube-nocookie.com/embed/FDaXKfm9afI" frameborder="0" webkitallowfullscreen="" mozallowfullscreen="" allowfullscreen=""></iframe>
  </div>

<h2 id="full-game-contents">Full Game Contents</h2>

<ul>
  <li>9+ floors (6+ new floors, featuring various secrets, 3 new enemy types)</li>
  <li>3 endings (can be sequentially done on the same save profile)</li>
  <li>15 weapons (each with multiple modifications they can spawn with)</li>
  <li>13 unique abilities (plus 3 always attainable abilities that can be found in specific locations)</li>
  <li>15 generic upgrades</li>
</ul>

<h2 id="improvements">Improvements</h2>

<ul>
  <li>Per-save key item spawns: Keycard spawn locations will be changed from save to save, each playthrough will be different!</li>
  <li>Added option to profile creation to use the old always random keycard spawns</li>
  <li>PTRD’s bullet can now penetrate</li>
  <li>Damage dealt to bosses is now capped to 65% of their HP in one instance</li>
  <li>Added buttons to upgrade and shuffle the mods of equipped weapons in the shop area (for Coin, of course)</li>
  <li>Added small intro animation at beginning of game</li>
  <li>Recoil curve mechanics for sustained automatic weapon fire</li>
  <li>Card Finder unique upgrade now shows all keycards with increased length</li>
</ul>

<h2 id="misc-changes">Misc Changes</h2>

<ul>
  <li>Reload speed generally increased across the board</li>
  <li>PTRD barrel spread multipliers signficantly reduced</li>
  <li>Notifications now appear more quickly after they get triggered</li>
  <li>Wall jump now includes an extra jump by default</li>
  <li>Moved camera recoil into physics process (better for reflex sight and crosshair placement)</li>
  <li>A certain easter egg now displays properly (was in the demo) <sup id="fnref:hint" role="doc-noteref"><a href="#fn:hint" class="footnote" rel="footnote">1</a></sup></li>
  <li>Fix clipping Hidden Interface door in Floor 3</li>
  <li>Fixed controller-only prompt icons reverting to Xbox after having previously used a PS controller when current input changes to keyboard</li>
  <li>Blue keycard room’s inside button (on the park side of Floor 2) now correctly no longer requires a keycard</li>
  <li>Fixed a transition to a secret area (was in the demo)</li>
  <li>Various other fixes done while finishing the rest of the game</li>
</ul>

<h2 id="future">Future</h2>

<p>As I also mentioned in <a href="/misc/project-roundup-1">Project Roundup</a>, I don’t have a ton of plans for new content for this game. I’ve refined the “daily/weekly runs” idea also mentioned into something a bit more concrete, so there will probably be an update in a month or two featuring that.</p>

<p>That’s about it for now, I hope you enjoy Dyskairos! Please post in my <a href="https://discord.gg/ub2DQSS2xE">Discord</a> if you encounter any issues or have any feedback.</p>
<div class="footnotes" role="doc-endnotes">
  <ol>
    <li id="fn:hint" role="doc-endnote">
      <p>hint: dHJ5IGdvaW5nIHRvIGEgY2VydGFpbiBzZWNyZXQgYXJlYSBhdCAzIGFtIGluIHlvdXIgdGltZXpvbmUgOik= <a href="#fnref:hint" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
  </ol>
</div>]]></content><author><name>sky</name></author><category term="dyskairos" /><category term="changelog" /><summary type="html"><![CDATA[Changelog of differences from the demo]]></summary></entry><entry><title type="html">Project Roundup #1</title><link href="https://sky675.github.io/misc/project-roundup-1/" rel="alternate" type="text/html" title="Project Roundup #1" /><published>2025-10-17T00:00:00+00:00</published><updated>2025-10-17T00:00:00+00:00</updated><id>https://sky675.github.io/misc/project-roundup-1</id><content type="html" xml:base="https://sky675.github.io/misc/project-roundup-1/"><![CDATA[<h2 id="dyskairos">Dyskairos</h2>

<p><a href="https://store.steampowered.com/app/3463170">This is my current main project</a> (if that wasnt already obvious). The demo is currently in Steam’s Next Fest, so now would be a good time to check it out if you haven’t already! As for the full game though, it’s pretty much complete. The things it’s still missing as of writing are:</p>
<ul>
  <li>Music tracks for 1 floor</li>
  <li>1 more weapon (a heavy weapon - not entirely sure what I wanna do for it yet, potentially will be something explosive)
    <ul>
      <li>There are 5 more weapons currently in the game compared to what’s in the demo (2 new light weapons, 2 new mediums, and 1 new heavy. My end goal is to have 5 of each slot. Weapons that exist in the demo may also get new mods.)</li>
    </ul>
  </li>
</ul>

<p>And in case you haven’t played since the initial launch of the 0.6 demo, I’ve implemented a large amount of quality of life improvements and changes <a href="/dyskairos/dys-demo-v3/#update---september-19th">since</a>:</p>
<ul>
  <li>There is now a “Current Objective” text in the inventory, so you’ll always know what you should be trying to do
    <ul>
      <li>Do note though that in the full game, the “final” ending explicitly doesnt use this system, you’ll have to find it on your own :) The townsfolk will help though</li>
    </ul>
  </li>
  <li>Keycards will now only spawn at their first defined spawn point
    <ul>
      <li>This is replaced with a new per-save system in the full game, detailed below</li>
    </ul>
  </li>
  <li>There are now notifications when you pick up a keycard, so you’ll know if you didn’t notice you went over the pickup</li>
  <li>The interact prompt will now tell you when you have full ammo for a slot and if you already have a certain unique upgrade (this is primarily for the static-spawn ones, as other uniques won’t spawn if you already have them)</li>
  <li>Reduced PTRD Short/Sawn Barrel spread debuff (the sawn barrel’s hip spread is no longer the entire screen)</li>
  <li>Updated to Godot 4.5 (primarily for the new shader cache stuff)</li>
  <li>Settings/Pause menu has a new visual theme</li>
  <li>Map entities that can be interacted with now have a periodic shing-type effect (even if they cant currently be interacted with)</li>
  <li>There is now an indicator in the pause menu when the game will save on exit (and when the game was last saved if not)</li>
  <li>Added a notification to introduce the Inventory button at the start of the game</li>
  <li>Servants now attack more smoothly (less time between attacks to better match the animation length)</li>
  <li>Storage Locker contents are now kept on death always, no matter the penalty setting
    <ul>
      <li>Previously dying would entirely remove the contents when above none, making it kinda pointless in hindsight lol</li>
    </ul>
  </li>
  <li>Gun Servants now only shoot when not moving (makes them more accurate)</li>
  <li>The mini-boss Gun Servants in Floor 1 no longer respawn after being killed once</li>
  <li>Various other changes and fixes to issues I didn’t find initially</li>
</ul>

<p>Here’s a quick list of what to expect in the full game (mostly just features I’ve added, or changes I’ve made that I haven’t backported to the demo):</p>
<ul>
  <li>5+ new floors (there may or may not be at least 1 secret one too)</li>
  <li>3 endings (they can be done sequentially on the same save slot)</li>
  <li>6 new weapons (which will even the weapon roster out at 5 per slot)</li>
  <li>7 new unique upgrades (13 in total, up to 4 can be found at once, not including the 3 uniques with static spawn points)</li>
  <li>5 new generic upgrades (15 in total)</li>
  <li>Various achievements (17 in total)</li>
  <li>Per-save seed-based key item spawning
    <ul>
      <li>Keycards will spawn in different places per save, but in each save theyll always be at the same place for that save. You will also have an option for the original completely random spawns</li>
      <li>As such, when you load a save from the demo in the full game, the save’s seed will get generated and the keycard locations will change from the demo</li>
    </ul>
  </li>
  <li>PTRD bullet can now penetrate</li>
  <li>Bosses (the single enemies with health bars specifically, such as the floor 2 heavy spider drone) can no longer be one-shot
    <ul>
      <li>Damage is capped to 65% of their HP in one instance of damage</li>
      <li>I didn’t want to nerf the PTRD’s damage specifically, but I felt like it made the bosses a bit too easy, so I’ve done this and made a penetration system for it to compensate for this new damage cap</li>
    </ul>
  </li>
  <li>Can now upgrade the rarity of a held weapon (as well as reroll its mods) in the shop
    <ul>
      <li>Upgrades it by giving it a random valid mod</li>
      <li>Fairly expensive, but most weapons can be upgraded past Legendary to a new “Special” rarity only available from this (which is when it has 5 mods)</li>
    </ul>
  </li>
  <li>Added small animation after falling down at the start of the game (primarily just for worldbuilding)</li>
  <li>Recoil curve mechanics for sustained fire with weapons
    <ul>
      <li>Feels a lot better when shooting automatic weapons now</li>
      <li>Ported from OASIS 1 so guns will feel a bit more like that game’s guns</li>
      <li>Unfortunately cannot backport this to the demo</li>
    </ul>
  </li>
  <li>Various other features and balance changes I dont remember (I’ll have a full demo-to-release changelog on release, not doing too much investigating for this list, this is just what I remember)</li>
</ul>

<p>I also have potential post launch ideas, including:</p>
<ul>
  <li>Weekly/Daily Run (randomly generated save with an objective of reaching a certain point/interactable, with a leaderboard based on the time took to reach it)</li>
  <li>Nuzlocke-type save option (when dying, a random one (/all?) of the non-static unique abilities that get lost cannot be found anymore for the rest of the save (you won’t know which))
<em>Please note that these are not guaranteed to be actually implemented.</em></li>
</ul>

<h2 id="oasis-2">OASIS 2</h2>

<figure class=""><a href="/assets/images/posts/projects1/oasis_wip.png" class="image-popup" title="A big work in progress, not final. Hair color is also currently randomized.
"><img src="/assets/images/posts/projects1/oasis_wip.png" alt="" /></a><figcaption>
      A big work in progress, not final. Hair color is also currently randomized.

    </figcaption></figure>

<p>With all the core major systems now at least partially implemented, I’m beginning to try and make the game’s current assets look more presentable so I can start sharing screenshots and such. These characters’ materials will likely be adjusted a bit more, but I think it’s coming along pretty well!</p>

<p>My current goals are to be able to record decent looking footage of a multiplayer mission by the end of the year and have a fully playable small vertical slice potentially available some time in the first half of 2026 (may or may not be public, I’d like to try and get a publisher of some kind on board because I don’t think I’ll be able to take this to its full potential alone).</p>

<p>Once Dyskairos is out I’ll be able to start working on this more often. The two games will likely (somewhat) swap positions in my schedule (I’m currently primarily only working on OASIS on the weekends).</p>

<p>Compared to OASIS 1 - where the post launch content was largely stuff I had to cut/sideline during initial development otherwise I’d be developing the game forever - I’ve been able to implement most of my ideas for Dyskairos, there isn’t much that’s been cut or sidelined for time. As such, there currently isn’t too much planned to be added to the game after launch, allowing me to switch my focus towards this (which I feel like people may like more anyway?).</p>

<h2 id="koi">Koi</h2>

<p>I’ve started gradually working on an AI Season Mode (when I’m inspired to), where you can specify a series of matches and it puts different teams (there are currently 10 predefined teams) in a round robin format using the series of matches thats been defined (no pictures for now, maybe in the future).</p>

<p>It also saves different stats of each team: each teams win/loss in general, against different teams, and in different modes. Also stores stats (namely kills/deaths) for each player against each team and in each mode).</p>

<p>There are currently 6 gamemodes: TDM, Domination, Hardpoint/King of the Hill (will come up with my own name for this mode eventually), Elimination (tarkov arena teamfight/gunfight), Elimination Tournament (tarkov arena’s now cut shootout mode), and (of course) Search and Destroy (will change this ones name as well lol). The recent BO7 beta has also pushed me to work on a configurable CTF gamemode as the next gamemode.</p>

<p><em>I love Overload as a concept but the 3 games I got to play of it had awful teammates who were never near the flag, real open matchmaking there. As a side note, it also ended up convincing me to just uninstall CoD altogether. I love bo7’s aesthetic (obviously, I love “cyberpunk/sci-fi but Japan”), but that beta was just not very fun lol, bought BF6 instead.</em></p>

<p>I’m also planning the ability for Season Mode to have tournament mechanics, with the option to either: Use that alone instead of the typical season matches, or use it once the season’s matches run out to determine the season’s “winner”.</p>

<p>These tournaments will likely be single elimination, seeded by the current standings of the season (or randomly if used alone). There is also a high chance that the initial implementation will restrict the teams playing in it to 4, 8 or 16 teams, just for implementation simplicity (for seasons, it’ll obviously be the highest ranking 4/8/16 teams).</p>

<p>I still enjoy watching these bots run around and shoot each other, and I’m still considering publishing videos (potentially 24/7 streams if I can?) of the game running in Season Mode (it can go from match to match entirely autonomously now with no user input). Please let me know if you’d be interested in watching that! (it’s good second monitor content tbh)</p>

<h2 id="iterations">Iterations</h2>

<p>This is the game a friend and I made for the GMTK 2025 Jam back in August. I was working on an update with some fixes but it is postponed for now due to lack of interest. May come back to it, may not idk.</p>

<h2 id="conclusion">Conclusion</h2>

<p>I hope you can see I’ve been a bit busy! Please subscribe to my Youtube channel if you havent already as I’ll likely post OASIS 2 videos there once it is more ready in a few months if you’re interested in that (they will likely be posted alongside blog posts too though).</p>

<p><a href="https://store.steampowered.com/app/3463170">Dyskairos</a> is still currently on track to release in early November, so please, again, check out the demo and wishlist if you haven’t already! I’d also love to know what you think in the Discord (link in the footer).</p>

<p>Next month will likely have two posts: A full changelog of everything changed/added in the full game compared to the demo, and an OASIS 2 devblog with pictures (probably - I’ve decided I would like to keep the bi-monthly focused blog posts for now)!</p>]]></content><author><name>sky</name></author><category term="misc" /><category term="devblog" /><summary type="html"><![CDATA[I don't have a specific topic I wanna do this month, so here's the status of every one of my current projects]]></summary></entry><entry><title type="html">OASIS 2 Dev-Blog #4</title><link href="https://sky675.github.io/oasis/oasis-2-dev-blog-4/" rel="alternate" type="text/html" title="OASIS 2 Dev-Blog #4" /><published>2025-09-11T00:00:00+00:00</published><updated>2025-09-11T00:00:00+00:00</updated><id>https://sky675.github.io/oasis/oasis-2-dev-blog-4</id><content type="html" xml:base="https://sky675.github.io/oasis/oasis-2-dev-blog-4/"><![CDATA[<p>Hi! Here’s a new bi-monthly dev-blog about the progress of OASIS 2. Most of the development time since the last post was spent on working more on the mission generator and the creation of the region, trader, and time systems as well as integrating the systems into each other. Some work was also done on characters and clothing, but it was mostly preliminary work with not much to show (yet).</p>

<p>As always, everything in this post should be considered a work in progress and could change at any time. As of right now, I’m still primarily working on this only on weekends (with getting Dyskairos finished and out still being my main priority). And again, this post will be only text because of these things.</p>

<h2 id="mission-generatorregion-system">Mission Generator/Region System</h2>

<p>As I stated in <a href="/oasis/oasis-2-dev-blog-3">Blog 3</a>, in this game you’ll be traveling to different regions around the country. Each region will have its own enemy factions and level distribution. Missions are generated depending on the current region. Regions also have a reputation level, like OASIS 1. As before, at max XP, you’ll likely need to complete a unique mission in order to advance to the next level of that region. Read Blog 3 if you’d like more information on these systems, what I said there is generally still correct (though you can find actual implementation details below).</p>

<h2 id="trader-system">Trader System</h2>

<p>The main feature I’ve worked on in the last 2 months has been the trader system. Traders will work largely the same as shops did in OASIS 1, with individual categories that can be upgraded using money. Most traders will now also have side quests you can do which will reward you with money, items, new items you can buy from them, or other rewards.</p>

<p>Traders are heavily related to regions. Some traders may need a certain level in a region before they’re accessible and you’ll need to be in one of the trader’s related regions to access their shop. Their shops will be separate scenes that you’ll have to travel to.</p>

<p>Also being introduced is a second currency, a “rare money”. I don’t have a name for it right now, but it’s name will likely be crypto-inspired or somewhat arbitrary (think tarkov’s gp coins, that was the start of the idea behind it). This new currency, as the name implies, will primarily be used for rarer/high-end items and will be harder to come by than typical yen.</p>

<h2 id="time-system">Time System</h2>

<p>Another new system that is currently still actively being worked on is Time. Actions such as traveling to or from missions, shops, and other regions will take time. Generated missions will now also persist after doing a mission and gradually expire, being replaced the next day with a different mission. As of now (I’m undecided on this - I could have it keep track of other regions’ missions while in a different region), traveling to different a region will also cause new missions to be generated.</p>

<p>The time that will get tracked specifically are days (will likely be formatted in a month-day format of some kind with a certain start date though) and the time of day within the day (think like Zenless Zone Zero or Persona with Morning, Noon, etc). Some traders may not be available at certain times of day and certain quests may expire after a number of days. Other time-based mechanics (to use examples from 1: neural chips, export auctions, and limited time buffs) will also use this system instead of real time or a mission-based countdown.</p>

<h2 id="other-additions">Other Additions</h2>

<p>Here’s just a simple rundown of what else I’ve done with this these past 2 months, unrelated to the 2 systems above:</p>
<ul>
  <li>Various animation improvements (initially the movement anims were just snapped to based on direction, they’re now lerped based on the character’s velocity)</li>
  <li>Disconnecting/reconnecting (you previously couldn’t leave a server because there wasn’t any need to and as of right now it is still hardcoded to use localhost lol)</li>
  <li>Initial implementation of status effects (currently isn’t much, but without going into too much unneeded detail, it’s a lot more improved compared to how I had to create effects for 1 - in that game, npcs typically had their own version of a certain effect. with this new design, it should be a lot simpler for me to create new effects and will be simpler to implement for npcs since in most cases I won’t have to do anything special)</li>
  <li>Initial character appearance implementation (hair/eye/skin color now get set/saved, currently can’t be actually picked though)</li>
  <li>Preparation for character/clothing customization (formatting textures into something more usable in order to make them colorable, also created a second set of clothes for clothing implementation - non-gear clothing will likely be its own menu (similar to Quick Mode’s appearance dropdowns) instead of items this time)</li>
</ul>

<h2 id="future">Future</h2>

<p>I’m currently planning to release Dyskairos in November, as a result November’s blog post will likely be about that, so the next update post may be October or December, I’m unsure right now (could be both! My current idea for October’s post is an update for every project I’ve worked on since the last time I posted about that project, including koi and this).</p>

<p>As a whole, the game’s foundation is shaping out fairly well, at this pace I <em>might</em> have some sorta-presentable testing gameplay footage ready in a couple months. My next focus (after the Time system is fully implemented, it isn’t fully complete yet) will likely be on the character/player side, implementing stuff such as:</p>
<ul>
  <li>Equippable/changeable clothing and character customization</li>
  <li>General effect types (like bleeding and buffs for the to-be-implemented skill system)</li>
  <li>The reworked stamina system <a href="/oasis/oasis2-devblog-1/#miscellaneous">(mentioned in the first dev-blog)</a></li>
  <li>The ability to be revived in multiplayer (a feature from <a href="/oasis/the-history-of-oasis/#garrys-mod">GMod OASIS</a>)</li>
  <li>Improving my current implementation for leaning (it’s a bit lacking tbh)</li>
  <li>And other things!</li>
</ul>

<p>Lastly, please wishlist <a href="https://store.steampowered.com/app/3463170">Dyskairos</a> and let me know what you think of the new demo version via Discord (in the footer)! Wishlisting that game (and buying it once it releases) will directly help in the development of this one. Thank you for your support!</p>]]></content><author><name>sky</name></author><category term="oasis" /><category term="devblog" /><category term="mechanics" /><summary type="html"><![CDATA[Main mechanics backend work mostly - Working on trying to setup a good sustainable and expandable foundation for the game]]></summary></entry><entry><title type="html">Dyskairos Demo Update</title><link href="https://sky675.github.io/dyskairos/dys-demo-v3/" rel="alternate" type="text/html" title="Dyskairos Demo Update" /><published>2025-08-22T00:00:00+00:00</published><updated>2025-08-22T00:00:00+00:00</updated><id>https://sky675.github.io/dyskairos/dys-demo-v3</id><content type="html" xml:base="https://sky675.github.io/dyskairos/dys-demo-v3/"><![CDATA[<p>Hi! Dyskairos is nearing its completion so this is a small update to the demo featuring some additional content, some changes, and fixes.</p>

<h2 id="update---september-19th">Update - September 19th</h2>

<p>The post on Steam received 3 clicks so I won’t bother making this its own post, but I just updated the demo with some quality of life updates:</p>

<ul>
  <li>Increased rate of crosshair smoothing</li>
  <li>Added default key/button for inventory when “the device” is mentioned in Shopkeep’s dialogue</li>
  <li>Added label to inventory that displays the next (intended) objective goal</li>
  <li>Added notification system, appears when picking up a keycard</li>
  <li>Gun Servants now shouldn’t shoot while moving (should make them more accurate)</li>
  <li>Gun Servants mini-boss on Floor 1 no longer respawns after being killed once</li>
  <li>Back side of Floor 3 now have different wall textures than the rest of the level</li>
  <li>Stash weapons now persist regardless of death penalty (previously were removed when on hard+)</li>
  <li>Slowed bullets and made them more visible</li>
  <li>Keycards will now only spawn at their first spawn point and will spawn 100% of the time (in the full game, there’ll be a per-save seed so that each save will spawn keycards in different locations but it’ll be those same positions every time for that save)</li>
  <li>Basic Servants attack more often</li>
  <li>Rebalanced cycle timer: 30 more seconds by default, but consecutive cycles have slightly less added time to them</li>
  <li>20% less visual recoil (will rebalance and enhance recoil for the full game, this is just for the demo)</li>
</ul>

<h2 id="new-weapons">New Weapons</h2>

<figure class=""><a href="/assets/images/posts/dys_demoup/ptrd.png" class="image-popup" title="Fun facts: I ended up modeling the PTRD’s cartridge as close to its real-life specs as I could (which was then scaled to fit the PTRD I had made). This weapon is also so large this is the best way I could figure out in order to show it (and whats shown isn’t the full barrel).
"><img src="/assets/images/posts/dys_demoup/ptrd.png" alt="" /></a><figcaption>
      Fun facts: I ended up modeling the PTRD’s cartridge as close to its real-life specs as I could (which was then scaled to fit the PTRD I had made). This weapon is also so large this is the best way I could figure out in order to show it (and whats shown isn’t the full barrel).

    </figcaption></figure>

<h3 id="ptrd">PTRD</h3>

<p>The PTRD, a new Heavy slot weapon shown above, is a single-shot anti-materiel rifle. It will one shot (almost) every enemy in the game, but has very bad spread, slow ADS speed, and a slow reload. Attachments include the Sawn-off Barrel which will increase the ADS speed with a trade-off of even worse hipfire spread. Without any upgrades, it only has a reserve ammo maximum of 3 shots. Because of this and its slow reload time, you’ll need to be sure you’ll hit your target or have a backup weapon to use once the enemy gets closer.</p>

<h3 id="t58">T58</h3>
<p><img src="/assets/images/posts/dys_demoup/t58.png" alt="t58" /></p>

<p>Also new in this update is the T58 Carbine. This is a Medium slot automatic rifle based on the Vz.58. With moderately high recoil, you’ll need to aim carefully in order to use it effectively.</p>

<p>These two weapons evens the demo’s weapon selection out to three for each slot. Expect even more in the full game including a more controllable semi-auto Medium slot rifle, a high capacity pistol, and more! I’m currently aiming for at least 5 weapons per slot in the full release.</p>

<h2 id="floor-3">Floor 3</h2>
<p><img src="/assets/images/posts/dys_demoup/f3.png" alt="floor 3" /></p>

<p>Floor 3 is being added to the demo. This floor more of an exploratory floor and is a little bit of a reprieve after Floor 2’s boss fight. There are multiple different ways to access the inner part of the floor, depending on your current upgrades and abilities.</p>

<p><img src="/assets/images/posts/dys_demoup/cardfind.png" alt="cardfind" class="align-right" width="250" /></p>

<p>One of the features of this floor is its static Unique Ability that can be found in it: the Card Finder. Like its name implies, it will show you the location of the nearest keycard for a limited amount of time. You can do this once per map per floor per cycle.</p>

<h2 id="shop">Shop</h2>
<p><img src="/assets/images/posts/dys_demoup/shop.jpg" alt="shop" /></p>

<p>The Shopkeep’s shop is now open! Located in the newly opened second floor outside, here you can buy various randomized weapons, ammo, and upgrades. You can also upgrade aspects of the storage locker (and potentially other things in the full game). In order to buy anything though you’ll need Coins, which are gained by finding bags and crates of materials now found in the Tower.</p>

<p>Turning in these materials will reward you with Coins depending on the material type. These Coins stay with you through death (except for on True Permadeath), so the shop can be used to re-equip yourself more quickly after dying. The materials will not persist on your person through Cycles though. Like keycards, they belong to the Tower so they should be deposited before the current Cycle completes.</p>

<h2 id="full-changelog">Full Changelog</h2>

<p>Here’s the full list of everything that’s been added or changed since the last demo version as well:</p>

<h3 id="additions">Additions</h3>
<ul>
  <li>New save system (previous demo version’s saves are incompatible, but these saves will be compatible with the full game)</li>
  <li>Added Floor 3 (and things related to it)</li>
  <li>Added PTRD (heavy slot weapon)</li>
  <li>Added T58 (medium slot weapon)</li>
  <li>Added shop and related systems</li>
  <li>Added more tips for tips guy</li>
  <li>Added viewpunch when taking damage</li>
  <li>Uncapped amount of save slots (this is why I removed full controller support)</li>
</ul>

<h3 id="changes">Changes</h3>
<ul>
  <li>Keycards no longer get removed when entering a certain secret area</li>
  <li>Minor dialogue changes</li>
  <li>Moved end of demo popup to end of Floor 3</li>
  <li>Reduced default music volume</li>
</ul>

<h3 id="fixes">Fixes</h3>
<ul>
  <li>Improved spawn closet door opening timing (In Floor 2’s boss fight, spawning servants will now more consistently enter the arena)</li>
  <li>Fixed boss bar not appearing correctly sometimes</li>
  <li>Fixed floating Gun Servants</li>
  <li>Probably other things I didn’t keep good track of</li>
</ul>

<h2 id="future">Future</h2>

<p>This update is also being released ahead of October’s Next Fest, where the game will be participating, so look out for the demo in that! As I mentioned in <a href="/oasis/oasis2-devblog-1">the first OASIS 2 Dev-Blog</a>, I’m still not 100% sure when the full game will release. I’m aiming for some time in early November.</p>

<p>I also wanted to mention that I participated in the GMTK Game Jam again this year at the start of August and you can check out what we made <a href="https://sky675.itch.io/iterations">here!</a> I’m very happy with what we made and we both have more ideas for it, so you might end up seeing it updated maybe :)</p>

<p>Thank you for your support! Again, please let me know what you think of the demo in Discord!</p>]]></content><author><name>sky</name></author><category term="dyskairos" /><category term="devblog" /><summary type="html"><![CDATA[Next Fest demo update]]></summary></entry><entry><title type="html">OASIS 2 Dev-Blog #3</title><link href="https://sky675.github.io/oasis/oasis-2-dev-blog-3/" rel="alternate" type="text/html" title="OASIS 2 Dev-Blog #3" /><published>2025-07-03T00:00:00+00:00</published><updated>2025-07-03T00:00:00+00:00</updated><id>https://sky675.github.io/oasis/oasis-2-dev-blog-3</id><content type="html" xml:base="https://sky675.github.io/oasis/oasis-2-dev-blog-3/"><![CDATA[<p>Hi! Welcome to a new (bi-monthly for now) dev blog post for OASIS 2. Most of this month was spent on creating the level/mission systems. I’m also going to go into more detail on what my plan is for how missions and the overall gameplay loop will work. As always, everything in this post should be considered a work in progress and can change at any time (this is still like pre-pre-alpha). This post also won’t have any pictures as there isn’t really much to show visually with this as of right now.</p>

<h2 id="level-and-mission-generation">Level and Mission Generation</h2>

<p>Missions work pretty much the same as in OASIS 1, but this time I’m architecting it a bit differently. Previously, whether an opposing/invading faction would spawn in a mission would be based on a template for that objective of the mission (but aside from a slightly increased payout range they’re identical to the regular version of the objective template). Because of this, there would need to be a version of that template for each faction. Now, the faction and any mid-mission events (such as the opposing factions or reinforcements) are generated with the mission independent of the objective so I can more easily make more unique preset missions for priority missions.</p>

<p>Because each faction’s objectives in OASIS 1 were their own unique objective templates it lead to issues of having to update multiple different templates when I wanted to change how the objective was balanced. There would typically be at least 3 or 4 templates per faction per objective. Instead, now I can reuse the objectives anywhere a mission is created, whether it was generated or is a preset mission as the faction to use is decided/generated at the mission level now (there won’t be any “templates” this time, just an assortment of different elements from various sources that get combined together). When making preset missions, I can also now specify it to have a specific seed, which will lead to the same level layout each time.</p>

<p>Level generation is still fairly early and I don’t have a real group of rooms to use yet (just some test ones using csg), but one major improvement over 1 already is that seeds are now actually consistent. In OASIS 1, seeds were actually pretty much useless as the part of it that decided which rooms to use did not use the seed that was specified (I didn’t realize this until a few months ago lol). Now every part of the level generation process will use the same seed (including loot but I’ll probably end up changing that later). This is what enables the ability to specify seeds at the mission level, instead of it being decided when generating the level.</p>

<h2 id="gameplay-loop">Gameplay Loop</h2>

<p>Disclaimer: None of what is mentioned in this section has been actually implemented yet, so the playable game may end up being a little different than what’s described here.</p>

<p>As I’ve mentioned previously, the loop will be fairly similar to OASIS 1’s. Randomly generated missions will be available to you based on the current state of your progression and at a certain threshold of XP a special mission will become available that needs to be completed in order to progress. However, like I’ve also already mentioned previously, your base is a vehicle that can travel to different regions of the country, and so those missions will more be based on the current region you’re in and your reputation within that region instead. Each region will have its own distribution of factions and level types to pick from (though some regions will likely share factions and levels).</p>

<p>There will be different contacts in each region which will provide an additional means of progression: Questlines. Like Iwakura’s questline that I added in 1, these will largely not be random and additionally also have the ability to come with preset missions with specified seeds (so that the mission’s layout is the same each time). Questlines will largely still be optional but some may provide meta buffs or upgrades (again like Iwakura’s questline) and some may complete on their own just through the main progression. I also plan for questlines to factor into the endings though, so for alternate endings they won’t be optional. These contacts may also have shops or other services available for use.</p>

<p>Traveling from region to region isn’t free though. Time in game is now dynamic, and will progress after doing missions, traveling to new regions or contact’s locations, or by simply waiting. Limited effects (such as long term buffs or chip effects in 1) will be based on this time (as opposed to a number of missions or real life time). There may also be quests that may expire after a certain amount of time (haven’t designed any yet to be honest but it’s a possibility lol). Available missions will also persist now, and will be swapped out at random intervals every few days (you may also be able to pay to immediately get new missions, haven’t decided for sure yet).</p>

<p>Contacts’ shops will be a combination of the normal shops and the OASIS Hunt shops. They’ll be upgradeable with money (and questlines) but will have a limited stock that gets replinished over time. You’ll also need to spend time to travel to the shop, but there’ll also be an “online” version of shops that can be unlocked with which you can buy things directly from your vehicle. Certain contacts/shops may also not be available at certain times of day.</p>

<p>Also returning (in a way) is the Alert System from the OASIS Hunt mode. Alert level will accumulate after completing a mission (based on speed + enemy kills, again like in 1), and will reduce over time. Like in 1, a higher alert level will cause higher tier enemies to spawn. It will now also increase the base difficulty of missions (difficulty will no longer be choosable, it’ll mostly be based on this now, but I’ll probably add a way to manipulate the alert level or some baseline difficulty to pick from). In your current region (the active story one), the system will exist but will be capped to a certain limit (depending on the region). When returning to a completed region, the alert level will be uncapped and loot will have an increased chance to spawn rare items (yet again like in 1). Time will also be a factor in difficulty as well: the later the date is the higher the base alert values will be.</p>

<p>In terms of co-op, the perceived current time for alert values will probably be the average of all players’ individual times. Other factors in mission generation and difficulty will be based on the host. For regions that are not unlocked by a player but are for the host, they can interact with shops and services and participate in missions there, but will not be able to receive quests from any contacts in the region. Play modes will also be returning in some form. I haven’t fully planned out the details yet but there will be a hardcore mode and saves with that mode will only be able to play with other hardcore saves.</p>

<h2 id="other-additions">Other Additions</h2>

<p>I’ve also added a few other more minor features this month.</p>

<p>First is a loot list system, dynamically created via tags applied to items (also allows potential future mod support for items). I’ve implemented this in a way that will make it much easier to handle and balance the spawn rate of new items.</p>

<p>Next (and a new one for OASIS) is the ability to loot corpses (as well as the implementation of ragdolls in general). This is primarily for looting other players when they die (since they’ll lose it otherwise), but could potentially be expanded to include being able to loot bosses/special bots (to get mission items from them or a boss’s unique weapon). I still don’t want <em>every</em> enemy to be lootable or drop usable weapons though.</p>

<p>I’ve also implemented a stash system (stored locally per player). I’ve accounted for the possiblity for it to be upgradeable in the future.</p>

<h2 id="future">Future</h2>

<p>In early August, <a href="https://store.steampowered.com/app/3463170">Dyskairos</a>’s demo will be getting an update, which will add the third floor of the tower, 2 new weapons, and a few other things. The next post will be a description of everything in the update along with its release. In terms of the full game’s progress, its content is currently about 75% done (the demo will have about 15-25% of the game’s total intended content) and is going along well (a week or so after October’s Next Fest is the release date I’m aiming for right now). For OASIS, the next major feature I’m currently considering to start next is an effect system and the start of skills/cyberware. Please wishlist Dyskairos if you haven’t already and thank you for your support as always.</p>]]></content><author><name>sky</name></author><category term="oasis" /><category term="devblog" /><category term="mechanics" /><summary type="html"><![CDATA[Things went a lot better this time]]></summary></entry></feed>