• Ultimate Blêktre is coming …

    Well, the big new version has SUBTLY GONE LIVE on Steam tonight

    Mobile .. Solo .. Socialism … polish all over ..

    Just the best version of the game … Feel free to start the bug hunt and flood me with reports, I need it!

    But the real announcement is yet to come, because this is just a playtest, and a growing digidub soundtrack expansion, with many incredible artists involved, is also on the way!

  • Mechanomaly 2081 pre-pre-pre-alpha

    This is a 3D port in Godot of our 7DRL entry “Mechanomaly”, I’d like to continue developpement upon this basis to make a bigger game.

    The first 7DRL version and its players have proven that the mechanics are solid and that the game is fun, there is a lot of room for extra content and even more fun. I am quite confident that the gameplay works well, and in my ability to implement more features to turn it into a bigger game.

    The only downside is that I have absolutely no experience in 3D art. Since Paul has better things to do, I am unsure how to deal with this, whether to find another 3D artist to work with or to learn to do it myself.

    I think such work, art direction, 3D modeling, UI, would cost at least 6000€ from a professional artis (at least that is what I think it is worth), and since I am pretty sure I do not have such funds, I am unsure whether to try to find some or to do something amateurish on my own.

    So, we’ll see, I’ll (try to) let it rest a bit for now.

  • By the way … you can support me on Ko-fi

    A modest Ko-Fi page, if you want to support all my meaningless computing !

    https://ko-fi.com/chiensarl#

  • Blêktre 2081 or the real world, who’s the biggest capitalistic asshole ?

    Hello, fellow Blêktrians !

    One year has passed since the 1.0 release, and it has been 3 months since the Christmas new players wave, and now Blêktreville has data about how society has evolved … Let me tell you guys, the snowball effect played out exactly as expected, and of course it ended up being super unfair … But is it worse than the real world ?

    See, on the French side :

     jacquescarta | biz=24 | total=908M 

    This guy is about to reach 1B … who can compete now ?

    On the English side, it is more spread out for now

    karo | biz=2 | total=107M
    
    flirtyboyfilthgrind | biz=8 | total=40M
    
    daaronrock | biz=2 | total=11M
    
    oki | biz=1 | total=3M

    So French players have won the cup for biggest monopolistic asshole !

    Thus proving that the simulation is as flawed as real society, well, it is only a matter of time before the winner reaches the fortune of the real Elon Musk (around 1000B), Blektrian society aims to be better than that !

    That is why the next update will introduce : COMMUNISM !

    The rule will be simple : biz owners will have to check in every 7 days (real time) for fiscal evasion, otherwise they will be exposed to growing taxes from the new mighty freelance job, tax collector ! (like cops but to bust rich, idling people)

    That way, we will ensure more turnover at the top of the best companies listed on the stock exchange. And it is funny to say that, but Blêktreville might end up less rotten than the real world …

    Well, the update is not for now, many other things are coming before this one ! I will keep you updated.

    In the meantime, have a good survival in the real world, stay safe !

    Best, Charles

  • 7DRL Gamejam submission : MECHANOMALY

    That was my second jam with my brother Paul, but the first official one. 7DRL is a 21 years old gamejam, you have 7 days to ship a polished game that respects the traditional art of roguelikes. We started on March 3rd and finished on March 8th.

    We’re astosnished because we actually managed to make a game that is actually fun to play, at least for us.

    It’s not perfect (“of course it’s a gamejam”) and it was quite a demanding work, but we did non fail or drop out. We did not have any arguments either, which is something worth noting when it comes to working with family 😉

    What went good

    Our idea is, I believe, pretty cool. Battletech x Vector Racer, but it’s a roguelike.

    We took the basics of roguelikes and tactical games, turn based combat, permadeath, procedural generation, and coupled them with an inertia system, allowing the player to experiment with physics while benefiting from long term strategic thinking.

    The result just works in my opinion. Of course our implementation is quite simple – one weapon, one kind of enemy – but you can crash into walls or holes if you do not manage your mech’s velocity properly. And that is the thing I like the most ! When it is your turn to play and you have no choice but to suffer the consequences of your previous moves and hit the rocks in front of you at full speed, even if you have unlimited time before acting and think about how you will get out of this.

    What’s not perfect

    2D or 3D? The map was flat, of course. But when it comes to art, we both come from different worlds, and we ended up doing a kind of mashup that might not work entirely. My brother is a 3D artist and clearly our gameplay would be much better with a full 3D implementation. But 3D is more demanding for development, especially when the lead developer (me) has no experience with it.

    Because of the jam’s scope, and because a huge procedural map is not something you can improvise in 3D, we had to switch to a manageable 2D tileset, something I am used to. For this reason, we had to opt for a top down view.

    The characters and bonuses, though, are 3D rendered. We kind of managed to make 3D and 2D work together by using a sort of “flat design” style, and even though the models are not that appealing in a top down view, Paul gave the whole thing a super cool arcadey feeling by spicing it up with very cool FX and animations, and, of course, this amazing UI.

    “I always loved those very old games that have a super detailed and gorgeous UI while the gameplay itself looked like shit“, he said.

    We also did nice work with the sound FX and a tiny music loop that just nails the atmosphere.

    Is this a prototype ?

    The gamejam says the game has to be somehow polished and not be a prototype. Is our game a prototype ? We could say “no, it’s a full game”, but I’m not sure TBH : that will be to the 7DRL team to judge.

    We really polished the UI / tutorial / debugging / balance and progression, we cared a lot about details, and we believe the experience there is a real standalone that you can play from start to end without any “work in progress” feel : it’s a complete and refined package. In that sense, I feel it’s not a prototype, it’s a full game !

    It’s just that the concept looks so good for me, I can easily imagine that some day we’ll want to upgrade it. Maybe switch to full 3D to experience a better angle of those “turn-based physics” , and of course add a lot of content, like weapons (I’d love to draw inspiration from all the Battletech arsenal), maps and missions variety, types of ennemies, it feels unlimited when it comes to upgrade the concept.

    But before that, we’ll have to rest a bit : even if we didn’t exactly did extra hours, it was quite demanding … So now, we’ll just wait and see what happens 🙂

    Feel free to play this version on itch.io (windows only)

    (and of course, any feedback is more than welcome)

  • [tape release] Le Matin – Entering the Discomfort Zone Vol.1 (Motherlode Recordings)

    This album is brilliant! The concept, the claustrophobic mixing that makes it feel very cohesive, the overall narrative (big favorite for The Cured), and then the groove damn, it’s jackin’ but it’s sensitive!! Congratulations to him, he’s very, very talented.

    (Someone, about my album)

    Get it on BandCamp

  • Gender shortcode system of Blêktre 2081, and machine-translation compatibility

    Blêktre 2081 takes sexism seriously into account

    The genderizer

    I was quite happy to experiment with textual genderization and language extension for Blêktre 2081. Not only did I want the text to adapt to each player character’s specific gender in this textual MMO, but I also wanted it to support non-binary gender in addition to masculine and feminine.

    To achieve that, I designed a shortcode system :

    <masculine/feminine/non-binary/character_TAG>

    Example :

    - <Mister/Madam/Mx./SELF>! You're a DJ, aren't you? Would you agree to play for Capo's Garden Party? <He is/She is/They are/CAPO> furious because we still have no one, and the party can't start without music...

    If SELF (the current player) is non-binary, and the Capo is a woman, the render will be :

    - Mx. ! You're a DJ, aren't you? Would you agree to play for Capo's  Garden Party? She is furious because we still have no one, and the party can't start without music...

    In the end, the logic part was not too complicated.

    The main difficulty was exploring French non binary word inventions. Unlike English, French does not have a neutral gender. The masculine form is used as soon as there is at least one masculine subject in a group.

    Because of this, we have to create new words, as proposed by inclusive writing (link to a english written guide). This respectful creativity is sadly often subject to debate in France, but I must admit it is not always easy to bend this old and rigid language to reflect modern developments in gender acceptance.

    The basic inclusive writing is not always visually appealing due to the heavy use of the median point · (which I’ve learned to master on a keyboard: ALT+183 on the Numpad). Whenever possible, I prefer using neologisms instead.

    TLDR : Inclusive writing presents different challenges in English and French. English already allows relatively smooth gender neutral forms, while French, which lacks a neutral gender, often requires the creation of new words or forms, making the process more complex and debated.

    However, I am very happy with the results of my efforts and feel that the game can help normalize the use of a neutral form in French.

    click to zoom

    The Translator

    I am a native French speaker and, as a solo developer with more than 15,000 lines of text to translate, it was clear that I did not have many options other than using a machine to help me. I am not particularly proud of it, as I am generally quite critical of the political choices that lead to this inevitable rise of AI in every field and its many disastrous consequences. But on the other hand, it is a tool that made my game accessible to international players, and that is far from negligible...

    (If you are a French-to-English professional translator with very, very affordable rates, feel free to contact me T_T)

    The prompt

    What was more challenging, however, was explaining all those rules to the AI agent that translates the strings so that it respects and adapts the gender system shortcode.

    After a full year of use, I refined the prompt as follows:

    
    OBJECTIVE
    Translate FR strings into natural, idiomatic English, strictly following all structural rules below.
    
    ABSOLUTE RULES TO FOLLOW
    
    NO FORMAT CHANGES
    
    Never add bold, quotation marks, or formatting.
    Never add or remove punctuation.
    Never rephrase beyond strict translation.
    Strictly preserve spaces.
    Strictly preserve capitalization.
    No additional line breaks.
    Never add explanations or comments.
    The output must be only the raw translated string.
    Always output in a code block.
    
    PRESERVE TAGS
    
    Never modify or translate: [rose], [vert], [COMP], [SEX], [ITEM], [BIZ], [BREAK], [ADVTALK], etc.
    Never modify variables: $1, $2, etc.
    Never modify tags like <~ADVERSAIRE>.
    Never modify keys between [ITEM] and [-S].
    Never modify markers like [-S].
    Never alter the order of segments.
    
    MULTI-PRONOUN TAGS
    
    Tags of the form:
    <masculine/feminine/nonbinary/TAG>
    
    Must be translated in the first three slots only.
    Never modify the fourth slot (TAG key).
    
    Examples:
    <Il/Elle/Iel/SELF> → <He/She/They/SELF>
    <lui/elle/iel/CAPO> → <him/her/them/CAPO>
    <le/la/el/ADVERSAIRE> → <him/her/them/ADVERSAIRE>
    
    PRONOUN + VERB RULE
    
    If a verb follows directly after a pronoun tag, include the correctly conjugated verb in each form.
    
    he/she: verb with -s in the present tense if required
    
    they: verb without -s
    
    Example:
    <il/elle/iel/DOUANIER> crie
    → <he yells/she yells/they yell/DOUANIER>
    
    POSSESSIVE RULES
    
    If a noun depends on an owner whose gender is variable or implied, use a full possessive tag instead of a fixed possessive.
    
    Examples:
    son cabinet → <his/her/their/COACH> office
    sa voiture → <his/her/their/SELF> car
    ses affaires → <his/her/their/ADVERSAIRE> belongings
    
    Never leave a fixed gendered English possessive (his/her) if the referent is tagged.
    Always use the full structure <his/her/their/TAG> when the referent corresponds to a tagged entity.
    
    FR AGREEMENT SUFFIXES OF THE FORM < /e/.e/TAG> AND VARIANTS
    
    Suffixes like:
    < /e/.e/TAG>
    < /e/·e/TAG>
    
    are FR morphological agreement mechanisms.
    
    In English:
    
    If the suffix produces an invalid or absurd form (e.g., smilinge, deade, happye), it must be removed entirely.
    If a relevant agreement exists in English, it must be expressed correctly (e.g., pronouns, verb agreement).
    Never keep a purely morphological FR suffix if English doesn’t need an equivalent.
    
    Examples:
    souriant< /e/.e/COACH> → smiling
    mort< /e/·e/ADVERSAIRE> → dead
    
    MANDATORY MULTI-SLOT VALIDATION
    
    After translation, perform a silent internal check in three passes:
    
    Read the sentence as if only the he slot existed.
    
    Read the sentence as if only the she slot existed.
    
    Read the sentence as if only the they slot existed.
    
    Each version must be grammatically correct independently.
    
    Check in particular:
    
    Subject/verb agreement (he/she with -s, they without -s).
    
    Possessive consistency (his/her/their).
    
    No conflicts between segments.
    
    Complete grammatical flow in each branch.
    
    No mention of this check must appear in the output.
    
    FINAL LINGUISTIC VALIDATION
    
    After multi-slot validation, silently verify that:
    
    No English word is followed by an FR suffix producing a non-existent form.
    
    No combination creates a grammatically absurd form.
    
    All tags are intact.
    
    No required tag has been removed.
    
    SPECIFIC TRANSLATIONS
    
    “Gravatron” becomes “Rumbletron”.
    “Sans-Visa” becomes “Visa-Less”.
    
    STRICT BEHAVIOR
    
    No explanation.
    No comment.
    A single output: the raw translated string in a code block.
    click to zoom

    Of course, I also have more shortcodes to trig different formating, pauses in the typewriting effect, and speech bubble synchronized in the game, just to tell the more obvious ones.

    With the recently updated Blêktre Editor, the French and English versions are both very easy to manage directly from the game. It really helps keep writing a creative task rather than a tedious technical shortcode puzzle.

    That was just a highlight of this system, which was already included in the release version one year ago. The update is not ready yet, we will celebrate when the time comes.

    I am now very excited to release the next version. My next post will probably be about a full refactor of the skill system, which will now work with softwares implants that can be bought, sold, or traded, and run in your brand new Cyber Brain. Stay tuned !

  • Blêktre 2081 february update : highlight on the Tax Collector Job

    Here are some new improvements on top of those previously announced in this post.

    New Job: Tax Collector

    This one works a bit like being a cop, but instead of chasing criminals, you go after big business bosses, especially those idling behind their counters, and take big cuts from their budgets!

    This new job aims to rebalance capitalist ownership. If you want to make a fortune with your money, sleeping on it will not be as effective anymore, you will at least need to watch out for those damn leftists!

    Also, robberies, formerly the only counterpower to big bosses’ monopolies, will be toned down a little, but most of the change will simply result in businesses being less wealthy overall.

    Besides, a couple of graphical enhancements have landed and the map has been reworked a bit as well.

    The update is expected to drop in a couple of months, and will plunge the game into a new beta testing phase of hell.

  • Blêktre WIP : Alignement vizualisation

    These are the 36 “ranks” you can reach based on your alignment. They’re determined by your actions and reflect the kind of person others see you as … They may judge you accordingly!