#DevLog
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Started working on a little room transition animation. Also made some new graphics for the HUD
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July 19th Weekly Update
Hello everyone! I hope your weekend is going well! 💛 The cogdemos has been updated this morning with some minor(ish) fixes that I've gotten feedback on.
Changes:
MCs with short or clipped hair and are not NB now have the correct wording when leaving the parish about how sweaty they are.
Revisited the Dire Wolf - Herbalist route where MC can manipulate plants to fit lore more clearly.
Fixed game currency. Changed "gold" to "quartz pieces", and added some extra lore that indicates why quartz is a viable currency. This is primarily to rid the story of the connotations surrounding "gold" as something inherently expensive, as it is (more or less) in reality, making the game pricing system feel inflated. This... unfortunately... also changed some stat names, therefore saves will break. 😓 (If you play this version and this does not seem to make sense or does not feel integrated enough, please let me know!)
I might put together a poll later with some different moments that you can run across in the game, just to see if anyone has hit them or which is most likely to be run across. I think it might be fun to see lol.
Until then! Have a wonderful upcoming week! or else
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Larian can't stop me
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FINALLY 26/7 i'll be realesing the 1st chapter of my game CREEPYDATES (yes, i changed the name) for free ON MY ITCHIO YAAAY. years procrastinating but no more, is real now lolololol



i'm so excited!!!!! XD i love making creepypasta games and i hope dat after publishing this 1st chapter i'll have some time to finish the ticci toby dress up game, it's easier but i had to use my (low) energy in just one game or i'll never finish it
#hahadit#creepypasta#ticci toby#jeff the killer#masky#creepypasta dating sim#eyeless jack#gamedev#ben drowned#mh hoody#hoodie#devlog#visual novel#dating sim#otome game#creepydates
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Devlog #1 📚 The Very First Devlog
We announced Truth Scrapper with a beautiful trailer this month!!! The response has been absolutely incredible, thank you so much for following me on another funky memory adventure. Throughout the development of ISAT, I have written monthly devlogs on Steam, talking about the making of the game. People liked them a bunch, so…
That’s right. It’s time. For the Very First Truth Scrapper devlog!
In case you just stumbled upon this, I am Adrienne, also known as insertdisc5! I am the creator of timeloop RPG In Stars and Time, and now am working on my next game, memory visual novel Truth Scrapper. It’s gonna be a good one.
Alright! Development talk time. Where’s the game at?!?!
So, right now, I have just finished writing the script for Day 4, so I "only" have the art, code, and implementation to do for that day. Truth Scrapper is divided in 7 days, with three different routes you can go through from Day 6 onwards. So really, I need to write and code 11 days. Which puts me at almost ⅓ through development! WOAHRGH!?? At this point, I know where the story is going, I know what each route will consist of, etc. I just don’t know the Details. The portraits are all done, backgrounds are done sequentially for every day, gameplay is all figured out… TLDR: It’s In Good Shape!!!
“That was a good short paragraph, but can I have the detailed timeline of the game. Please.” ok fine you asked for it.
The Big Timeline (and some images!) under the cut
📚 this image was made so early in development, it didn't even have Betz's shibari-like pink harness
TRUTH SCRAPPER TIMELINE
DEC 2022: I finish ISAT around NOV 2022. I get an idea. I write it down. It was going to be an RPG but nobody got time for that. Main themes and ending are here. I work on pre-production very slowly over the next couple months (because I am recovering from finishing ISAT and still gotta keep working on post-production stuff for ISAT)
JULY 2023: Ok fine let's make a renpy file and figure out if the most important gameplay thing can be done. AKA: can I make a book menu where the game remembers the choices you make, and how complicated is that gonna be for me to add to it down the line. It works and I am happy
📚 this image was made so early in development, it just looks very bad
AUGUST 2023: Character design. They look Not Great and character design takes me like nine months. Plot is getting somewhere though!
NOV 2023: In Stars and Time comes out. People like it I think.
MARCH 2024: I decide I need to work on something, and decide to work on that and apply for the Ontario Creates grant. This game is actually starting for realsies!!!!!!!
MAY 2024: I actually lock down character designs.
JUNE 2024: I hire Dora, who was the producer of In Stars and Time and who rules.
📚 dora and i signing our lives to one another on discord. the bond between a creator and their producer can never be broken
SEPT 2024: I work on da gaem
MAY 2025: Day 3 is implemented. We announce the game. Now we’re here!!!!
Alright, that’s it for today! This first devlog is more about telling you where the game is at, and every month you will have a whole new devlog where I can tell you about all the great things I did that month for the game. You can even comment with questions and I might answer them one day. Ok. Thank you. And as always, DON'T FORGET TO WISHLIST THE GAME ALSO IT REALLY HELPS BECAUSE STEAM’S ALGORITHM IS MORE LIKELY TO SHOW OFF GAMES WITH A HIGH AMOUNT OF WISHLISTS THATS THE REASON WHY GAME DEVS ALWAYS ASK TO WISHLIST!!! OKAY BYE!!!!
Links! 📚 Official Website 📚 Join the Discord 📚 Sign up for my mailing list 📚 Follow Truth Scrapper on Bluesky 📚 Follow ME on Bluesky
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I've been working on a godot plugin for controlling how pixel art behaves with lighting, and I'm almost done with a really basic version! (more info under the cut)
this plugin is based on some techniques I have been developing over the years, featured most prominently in silt spawn.
it's a huge step forward though, since it requires no setup whatsoever, and it works with any normal light sources in the engine. the way it works is by generating an encoded sprite and a bespoke shader that can really quickly pick the exact color to show for each pixel based on how well-lit it is. as this gif shows, the plugin works with existing light sources and sprites, so you can really use these pixel-picky sprites as much or as little as you need!
now that the main feature is done, all I need to do is finish the UI in the editor, and then I'll feel comfortable releasing a bare-bones version of this plugin. I'm really proud of how it's coming along, and this quick little gif is just the beginning! :D
#auroras originals#auras originals#game dev#indie dev#indiedev#game development#gamedev#pixel art#pixelart#godot engine#shaders#devlog
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Just launched a devlog for new robot repair & dating VN project I'm running with some amazingly talented moots on our days off called #If-Else on Bluesky today! A prequel to Return_0 - in 2048, machines all over the city are thrust into self-awareness, you play as a mobile repair technician finding and repairing errant robots for the same company complicit in starting the singularity. https://bsky.app/profile/if-else-dev.bsky.social
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[ENDED]Darling, Darling... Dead? - GAME KEYS GIVEAWAY 🤩[ENDED]
To celebrate the (soon-to-be) release of the full game of "Darling, Darling... Dead?", we're giving away 5 keys (Itch.io or Steam)! To participate in the giveaway, like or reblog the post, and on Friday, November 29, 2024, we'll pick 5 random blogs from the list. Good luck! If you are the winner, please have your Ask box or DMs open and respond to us within 48 hours. If you don't, we'll have to pick a new winner. Play the demo on Itch.io [here]!
Wishlist on Steam [here]!
#ddd#Darling Darling... Dead?#devlog#amare#amare game#romance visual novel#visual novel#indiedev#gamedev#vndev#yandere
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JUNE DEVLOG
June DEVLOG time for OMORI THE DREAMER and...some big things have happened.
IMPORTANT INFORMATION:
In even more contrast to prior optimism, it seems the entire DREAMER release timeline will be overhauled. Due to the size of the story, the assets that relies on other's to complete, and the large amount of new assets far outweighing the amount in the PRELUDE...
From now on, we will be following a "CHAPTER BY CHAPTER", or in accordance to DREAMER's naming conventions, a "BOOK BY BOOK" release schedule. So, instead of waiting for the entire game to come out and getting overloaded with way too much content, books will be released in this sequence; BOOK 1 - KEL BOOK 2 - AUBREY BOOK 3 - HERO BOOK 4 & 5 - BASIL + ???
The final release of Book 4 & 5 will be the entire game. Each new release will include the chapters before, and save files will carry over. I believe this will be better overall for development, and for you guys to experience the story without being overwhelmed. The current plan is for BOOK 1 to release in the fall, and for BOOK 2 to release before the end of the year. I want this project completed in 2026, and with the additional time, hopefully everything will be at a higher quality. The narrative was already built in this book by book format, so nothing is actually changing besides release dates!
I'm sorry if this is frustrating to hear, but I'm confident this is better overall for both players and definitely for the team. We are not in development hell–people just have actual lives and are not being paid to work on this, so it can't be a priority. Still, the goal is a timely release schedule, with each book getting its own release trailer. I hope you can still look forward to the releases ^^
PROGRESS (BOOK ONE):
Due to the time of the year and a certain game releasing, a lot of the team was busy. Progress significantly slowed, but will hopefully pick back up again. Unfortunately, I cannot help with tile-set creation as it's outside of my wheelhouse (though I'll do my best to learn in the future!) so that team has a lot of pressure on them to handle SECTION TWO tile-sets on their own. Hopefully in the future I can help carry the burden. For now, it'll take as long as it needs to to avoid stress, but hopefully the internal deadlines can still be met!
Music is coming along amazing, and once again, there is going to be a large soundtrack coming with the chapter. Lots to see and lots to hear!
As of now, I'm making as much art and surrounding assets as I can while waiting for SECTION TWO to be ready for programming and writing. Progress is steady but certainly not at the breakneck pace it used to be. I got severely burnt out after continuing to work on THE DREAMER right after PRELUDE release and churning out SECTION ONE...but I am recovering! I'll bounce back passionately soon enough! I'm learning more and more how to rely on others and be patient with myself.
Battling is in the process of being overhauled and fixed up, and that will be available for the Book 1 release still!
For SECTION THREE, progress is also steady, though similarly significantly slowed. Still, nearly all maps are actively being mad, so it's looking very promising. Bug fixing still needs to happen for SECTION ONE, though...
CONCLUSION:
Wish us luck. A lot of luck. And for more pixel artists to sign up. This mod is on the right track and will certainly be completed! Just...at a more steady pace than originally assumed. On the bright side, that means you guys don't have to wait as long for more of THE DREAMER! Yay!
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Adding environmental weapons, like these pipes you can tear off the wall.
Was meant to have added more weapons at this point, but got carried away doing metal pipe tricks instead. Also still working towards a demo.
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P.S. Русская версия в самом низу. Transferred via DeepL
*looking at my last post * oh. I did a lot. I'll try to tell it short. Let's go.
Tweaking the water for above-ground
I lost a bit of Swerve's animations, but he now floats on the water to the shore (there's a bug though, yes). And also the enemy can swim behind Swerve in the water if chasing him. Also added a small detail that if Swerve was holding Blurr when he fell into the water, he throws Blurr into the water.
Enemies
Added enemy animations. Also added a spike enemy. Started to wonder if I needed an under- and overwater enemy at once. Maybe I'll make the water snake a just water-enemy. Mmmm, I'll think about it some more.
HP system
Blurr and Swerve are now able to take damage from enemies (no damage taking animation yet). They are also able to restore HP via a health kit. If Swerve approaches alone, he only restores to himself. If he is with Blurr, he restores Blurr if he has less HP
Game Over and Main Menu
I added a main menu to the game (simple. Just "Start Game" and "Quit"). I didn't come up with a name for the game. I'm having trouble with that. I also added a simple game over. Probably I'll change it, but for now.
Small bonus. Disappearing Walls
Sometimes there will be buildings that you can enter. And then they'll have a wall disappear so we can see what's inside them. If you switch to another character who is not in the building, the wall will appear. And likewise, if another player was in a different building, the wall will appear in the previous building and will disappear in the new one.
Okay, I tried not to talk too much so it wouldn't get bored. But I have a couple of funny moments below. You don't have to read them. They're just little things that aren't already in the game or will be in the future.
I'll start with the funny things that came before.
The first version of the enemy for ground and water. It was some kind of wild mermaid with a jaw halfway up his head. But I couldn't animate and draw him normally.
2. Blurr used to have two collision. A collision is an area that makes the object and player a physical object rather than a body-less picture. My brain thought that if I made the collision invisible, it would go away. Apparently it doesn't.
There are still a couple of quirks that still work, but I'll fix them:
Blurr can get out of the water and fly into the sky. This is because he can go through collision. I'll fix this, um, later.
When you change a character, the past character freezes. That is, Swerve can freeze in mid-air.
I tried a very long to got a full health kit. And when I got it, my Swerve got stuck in the water and I didn't have time to save him XD
And future plans:
Add save mechanics.
Add a mini game, along the lines of Among Us (that's the first game that came to my mind), while interacting with the generator.
Add the ability to open and close doors (for Swerve)
Make Blurr useful. I think he should be given the ability to move objects underwater. This sounds ridiculous, because Blurr is fast and I'll force him to carry heavy weight
Also I want to practice with procedural generation for another game for the same AU
Aaaaaaaaaand… that's the end of it. I'll see you in… after a while. Idn
*смотрит свой прошлый пост* ох. Я чёт многовато сделала. Постараюсь кратко рассказать. Начинаем.
Доработка воды для наземных
Я немного потеряла анимации Сверва, но он теперь плывёт по воде до берега (правда есть баг, да). А так же враг может плыть за Свервом по воде, если преследует его. Так же добавила маленькую деталь, что если Сверв держал Блёрра, когда упал в воду, то он бросает Блёрра в воду.
Враги
Добавила врагу анимации. Так же добавила врага шипа. Начала сомневаться, а нужен ли был враг сразу подводный и надводный? Возможно, я сделаю водную змею чисто водным врагом. Мммм, я ещё подумаю.
Система HP
Теперь Блёрр и Сверв способны получать урон от врагов (анимации получения урона пока нет). Так же они способны восстановить HP через аптечку. Если Сверв подходит один, то он восстанавливает только себе. Если он с Блёрр, то восстанавливает Блёрру, если у того меньше HP
Экран смерти и Главное меню
Я добавила главное меню в игру (простое. Чисто "Начать игру" и "Выйти"). Я не придумала название игры. У меня с этим проблемы. Так же появился простенький экран смерти. Скорее всего я его изменю, но пока так.
Маленький бонус. Исчезающие стены
Иногда будут попадаться здания, в которые можно будет войти. И тогда у них пропадёт стена, чтобы мы могли видеть, что внутри них. Если переключиться на другого персонажа, который не в здании, то стена снова появится. И так же, если другой игрок был в другом здании, то в прошлом здании появится стена, а в новом пропадёт.
Окей, я старалась не болтать слишком много, чтобы не было скучно. Но у меня есть пара забавных моментов ниже. Вы не обязаны их читать. Это просто мелочи, которые уже не входят в игру или войдут в будущем.
Начну с забавных вещей, которые были раньше. 1. Первые варианты врага для земли и воды. Это был какой-то дикий русал с челюстью на половину головы. Но я не смогла его нормально анимировать и нарисовать.
2. У Блёрра раньше было две коллизии. Коллизия это область, благодаря которой объект и игрок не прозрачная картинка, а физический объект. Мой мозг думал, что если я сделаю коллизию невидимой, то она пропадёт. Очевидно, что нет.
Ещё есть пара приколов, которые до сих пор работают, но я их исправлю: 1. Блёрр может выбраться из воды и полететь в небо. Это из-за того, что он может проходить сквозь коллизию. Я исправлю это, эм, позже. 2. Когда меняешь персонажа, то прошлый персонаж замирает. То есть, Сверв может застыть в воздухе. 3. Я очень долго пыталась получить полную аптечку. А когда получила, то у меня Сверв застрял в воде и я не успела его спасти XD
И планы на будущее: 1. Добавить механику сохранений. 2. Добавить мини игру, по типу из Among Us (это первое, что пришло ко мне в голову), во время взаимодействия с генератором. 3. Добавить возможность открывать и закрывать двери (за Сверва) 4. Сделать Блёрра полезным. Думаю ему дать возможность перемещать объекты под водой. Это звучит смешно, так как Блёрр быстрый, а я его заставлю носить тяжесть
��ак же хочу потренироваться с процедурной генерации для другой игры для этого же АУ
Ииииииииииииииии... на этом всё! Увидимся через... какое-то время. Я хз
#apocalyptic ponyo#swerve#blurr#почти русский тамблер#только в конце поста русская версия#devlog#Slow game development#I get interested the procedural generation#And I just want to make a game about Shockwave and his kids#I just need the map generation like in Slay the Spire#But the endless#I'm not sure you understend me#transformers
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✦ LOST IN LIMBO DEVLOG #19 | 06.02.2025
Happy Pride month besties! 💜 Yes, this year too we'll have a Pride month piece, but it's in the making!
This month has been packed with concept art and getting the new update ready, so there's not that much to write about. Showing all the concept art would spoil the artbook, so apologies if this devlog looks shorter than it should. Don't worry, we are still going full-speed ahead! Let's jump into it!
World, meet your trustworthy sidekick, she who has had your back since the beginning—Evie!
You already know a bit of her; she likes everything related to the occult world, is a prime member of the Faybourne Waterpolo Club, and her favorite color is blue!
Evie's base sprite is finished, so now we gotta jump to her expressions. Those are fairly easy and quick (Raquel's words, not mine), so I expect to start coding kind of soon! ✨
Also, concept art on the MC's dear mom is done! So we've moved on to the sprite phase, and also started working on the concept art of MC's troublemaking grandmother. Kickstarter folks will have ✨juicy✨ previews on that content, so y'all will have to wait for a bit as per usual!
May has been Amon's month. I've been writing the first chapter of his route, as well as editing the prologue following our editor's guidelines. I think this month will be packed of corrections, and I'm excited to tackle them!
As y'all know, demo update 1.1.0 (now 1.1.1, as some characters were very insistent in partaking in some floating activities) went live! This month I've been working on patching stuff as well as refining the android build. I originally used two different projects for the PC version and the mobile one, but after lady and savior Feniks graced me with knowledge once more, I dipped my toes into Ren'py variants; and it's been going great! After publishing these devlogs, I'll start uploading the new android build everywhere 💜✨
Kayden has been working on more mini-CGs to enhance the ✨experience✨of the new prologue! Amongst those CGs, we have the Sovereign's hospitality in the shape of breakfast. I wonder who delivers it...?
So now that we've seen how the concept art / sprite part of it all works with Airyn's addition to the team, we're confident things will be up to speed in the upcoming months! Airyn works like a beast, has amazing ideas, and executes them flawlessly, with the addition of being a great friend of ours!
What else...I'm still working on my investigation plan (my PhD, hahaa...), Raquel is now taking driving lessons, and she's also been working on the Pride Month piece. We got a sketch yesterday but agreed to modify it a bit after some thought. Initially, Gael was going to be the one getting an illustration for Pride Month this year, but things didn't go as planned (Raquel was frustrated with not being able to come up with a good idea for him) and Amon has taken his place. Happens to the best of us!
Work this month has been good! A lot of concept and planning that we can't show (well, Kickstarter folks will see more of it) but that is vital for the development of the game. I'm not going to ramble a lot in this one—sometimes you've to go straight to the point!
Thank you everyone who played our 1.1.1 update; thank you for the comments, well-wishes, feedback, and everything else. Also, thanks for keeping our ask box lively and overflowing! 💜
Let's see each other around!
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I'm working on a small car game for a project, and learning Godot along the way. Here's my first attempt at steering left.
I got driving forward and back working. Lemme try steering left…
yeah it's still broken. but DIFFERENTLY broken!
I finally got rotation (mostly) working. I'm just going to rotate right and drive forward.
oh. Hmm. Forward isn't relative to the car's rotation. That's a minor problem.
I was fixing the issue with the cars rotation not affecting the direction of the force, and accidentally made the velocity compound. So if you lightly tap the gas, you go to fucking plaid and then explode.
So I got it working, but the way it works isn't very… car. You can turn and you'll still keep going the way you were before you turned. So it's a little like driving a car on an ice lake?
I may have to give up and switch to using Godot's built in vehicle class.
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omg i was checking and i didn't posted how the menu looks like now XD also drew lots of clothes but they don't appear in the video
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Devlog #2 📚 Research Trip
Already a month since the announcement?! Time passes by so fast. I hope everyone is staying cool in this dreadful weather.
In case you just stumbled upon this, I am Adrienne, also known as insertdisc5! I am the creator of timeloop RPG In Stars and Time, and now am working on my next game, memory visual novel Truth Scrapper. It’s gonna be a good one.
This month, I took a trip to Paris, and reworked the memory gameplay a bit!
📚
So, as you perhaps can tell, TS’s backgrounds are collages of photographs. I’ve been using royalty free images from websites like Pexels, and it’s been going relatively well. Unless I was looking for pictures of Paris that weren’t taken by tourists, or looking for pics of stairs taken from the top of the stairs for some reason.
In light of that, I decided to go on a trip to Paris for a couple weeks to take reference pictures <3
Ok it might look like I only took pictures of food BUT IT’S RESEARCH OK IT’S RESEARCH OK!!!!!!!!!!!!!!!!!!!!!
(Not an actual screenshot– this is how my illustration template is structured!)
[MORE UNDER THE CUT]
The rest of the month was taken by rewrites and replays. Unlike with ISAT (my previous game) where I worked chronologically with minimal backtracking during development, I feel like for TS I keep going back to previous days to add things, change a scene, remove a bit of foreshadowing that was too obvious… It’s not a bad way of working, but it’s so different from what I’m used to that it stresses me out anyway!!!
(Old screenshot. The hardboiled eggs aren’t here anymore)
I also reworked the memory gameplay. The only way to impact the story in TS is not through choices, but with which memories Sosotte decides to remember day-to-day. I originally had some memories be dud memories, or memories that are just here as flavor, but playtesters seemed to keep them anyway… So now, I’m making sure all memories will give you a little something something!
This is how the memories for the prologue look now. Note the icons!
So, if you pick that “funny cloud” memory, you will gain the “sight” perk, which allows Sosotte to, uh, remember to use her eyes. Yippee!
In July, I will finally finish that goshdang script for Day 4, and get it implemented.
kthnxbye
DON'T FORGET TO WISHLIST THE GAME ALSO IT REALLY HELPS BECAUSE STEAM’S ALGORITHM IS MORE LIKELY TO SHOW OFF GAMES WITH A HIGH AMOUNT OF WISHLISTS THATS THE REASON WHY GAME DEVS ALWAYS ASK TO WISHLIST!!! OKAY BYE!!!!
Links! 📚 Official Website 📚 Join the Discord 📚 Sign up for my mailing list 📚 Follow Truth Scrapper on Bluesky 📚 Follow ME on Bluesky
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