SakeTami
Yukari Hafner
Yukari Hafner

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Status Update, April 2025

Overview

Some Details

Well, as announced I had my surgery. The idea was that it would be a quick thing and I'd be back in action after a week. Unfortunately this is not how it turned out. I had to stay a night at the hospital, then had an ER visit the week after, and spent about three weeks being mostly unable to work. If you want to read more about the nitty-gritty details of it all, I've added updates to my blog post.

Suffice to say this meant that I didn't get a tremendous amount of work done. Still, I did manage to finally do some long-needed work on cl-mixed/libmixed to improve spatial audio and add support for convolution reverberation. Both of these make spatial audio a lot more immersive, and I have further plans for parametric reverberation to relaly bring out dynamic sound.

I did also release a new version of my skull that has the entire cranium modelled: https://shinmera.itch.io/my-skull

Otherwise, Dominic has been hard at work with more animations:

And Eileen has started modelling the other characters in the game:

It'll be a good while before they're going to be rigged and animated, but I'm happy to see them take shape! The voice actors call has also closed now, and I really hope we'll have some capable applicants in the mix. More on that next month, though.

From my side, I'm unfortunately still not fully healed up as I'm writing this, and I'm anxious for the next checkup on Wednesday. I would really like to be done with this whole affair and return to a normal life, whatever that even looks like.

Also, in May is the European Lisp Symposium. I've been busy organising catering and everything around that, which has eaten a bunch of time and caused a bunch of stress. It'll get done, though, and I'm excited to welcome so many of my friends in Zürich. I hope I can make for a comfortable conference experience!

On that note, I've also spent a bunch more time working on the Switch port in preparation for that. We're now at the very exciting point where Kandria actually fully launches and is theoretically fully playable:

The bad news is that the framerate is so bad the game is literally unplayable. Hence the theoretically. We still have a lot of work ahead of ourselves optimising everything, especially since the Switch is a pretty potato system (barely 1GHz). At least |3b| verified on a very similar ARM64 Nvidia system that it should be doable to get it playable. I imagine most of the issues are to do with CLOS dispatch still being interpreter driven for a lot of things, and we have to figure out how to precompile it all ahead of time.

Anyway, that'll be about all for now. I hope to see you at ELS in Zürich next month, and if not, in the next update afterwards!

— Love, Shinmera ❤️


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