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Version 1.28 The Bathtime Release
Incremental Releases:     1.28.1
I'm not sure how many of you read this, or at least read it regularly (perhaps I should do a poll?), but if you've read the last few change logs, it's probably pretty obvious that things have been fairly crazy in 2024. Normally I'm pretty careful to stay just inside the line between working a lot and working too much. That hasn't really changed, though as usual I occasionally step over the line as needed before jumping back.

I kept up my usual pace... but with everything going on, I think it was too much. Not too long after the 1.27.2 release, I thing something mental broke and suddenly it's burnout city. It took me a while to realize, I guess because it has been years since it happened. In the past few years, every time I was getting close to burnout I managed to catch myself before it was too late, and avoid it.

Basically, it just makes it really hard to work. There's some sort of disconnect between mind and emotions... I have ideas, I know what I need to do... and I just can't seem to actually do it. Motivation goes to zero, and you find that you have the focus of a hyperactive squirrel. As a result, despite spending the same amount of time working... you get a fraction of what you'd normally do done. Then you get increasingly anxious about it, but that only makes it worse.

I started on the mechanics for hucow milk quotas, to finally get that and the player's income/debt working. Not exciting, but necessary. But finding it increasingly difficult to do, I finished up part of what I was on, and tried to move on to something fun and creative, a tactic that would usually get me going again. That ended up being the Ruttin' Roulette gameshow. I got excited about it, made images, created the concept for the game and the player being a contestant, coded some stuff, wrote some stuff... and a week ago just really hit that burnout wall. So milk quotas and game shows didn't get finished into a playable state.

Luckily other work was proceeding apace, and I did actually get stuff done up until it was too much. Just not everything I wanted to be done. Hucow mechanics should be there in the next release, but I've also got to figure out how to recover before it really gets in the way of AW. I'm told a short period of forced relaxation is in order, so I'll try that after today.

Thanks for your support, let's get on with it.

Change Log

Words: 3,612,518 (24,723,718 characters)
Code: 189,269 lines of TypeScript

1.28.1 Change Log

Wellll, taking a break didn't exactly happen, so here I am with some fixes. At least I haven't been going full-speed.

Okay, finally got the display issues mostly worked out, I think. A lot of reports were... unhelpful. Luckily for older versions (1.27.2), the problems are all pretty well solvable by adjusting the browser window size. The fact that the UI didn't rescale automatically when this is done is probably what caused the confusion for most. In this build, UI is rescaled whenever the window is resized. Some of SugarCube's default behavior was spanked to fix the issue even happening in the first place, which was basically that the passage container had a fixed size, so when UI is scaled to fit the screen on larger screens, the UI could overlap. This only affected a rare few places in the game... which mostly happen to be in the prolog.

Fix for older versions: Either a) try to change the size of your browser window to be 1900x920, or make your window narrower (so the UI sidebar will be smaller). Open the browser console (F11) and enter SugarCube.UIBar.scale() and press enter. This will rescale the sidebar. Repeat until the text is no longer hidden.