Hi! Most of my friends call me Drien. I'm developing a video game! I like to reblog things that inspire me. Enjoy your stay! :]
Don't wanna be here? Send us removal request.
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screaming crying throwing up snarling like a wild animal
I HATE MAKING MUSIC RRRAAAAAAAHHH
#all jokes aside it's actually fine#but it needs to be BETTER#indie dev#devlog#my post#music development#RRAAAAHHHH
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Feb Devlog
Turns out this blog turns 2 years old today! For some reason, it felt way longer than that. It's pretty crazy looking at everything I've done so far, but also knowing I've barely scratched the surface.
I have a big to-do list I've been working on before I release the demo. The thing that tends to take me the longest is graphics (no surprise there), which I have almost completed. From there, I have a few songs I want to make and some troubleshooting to do. I plan on giving the demo a full play-through before I put it on itch.io. I know that's not super necessary, but I have a bad habit of finding new and creative ways to softlock the player.
Keep an eye out for mid-late March.
Until then, take care! d(^_^)b
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Devlog/General Update
What's up y'all, obligatory new year post (i know New Years was two days ago but I,,,,, am forgetful)
I think I'm coming down with something because my voice is like, FULLY gone, I can barely talk today.
I have, as always, been making sporadic progress on Starflesh. We're so much closer to the end of chapter one, though, and now that the holidays are over I can focus much better.
Here's the area before the first real boss fight. There's still a lot of polishing I want to do before I put out the first chapter, but it will be coming out sooner rather than later. If I can get my act together, I'm thinking some time February/March time range.
Maybe I'll remember to upload more this year? To be honest, tho, everytime I think about updating the blog, I'm like.... that's also time i could be spending working on the game. IDK, maybe I'll set a schedule for myself. We'll see what happens.
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Dev update
Been a looooong time since I've made an update. Since then I've had a birthday, gotten glasses, and made a whole hell of a lot of progress on the game.
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Some screenshots!
I'm not even sure how to describe what's happening in this screenshot...
I think this is off-center but I don't feel like redoing it lol
SpOoOoOky
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I'm super close to the end of Chapter 0, and it will hopefully be done by the end of this year! (If I can work on it at all come October, the closer we get to Christmas, the less clear my schedule becomes lmao) There are still a lot of things I'd like to change/add before then, including:
A battle manual that can be accessed from the inventory. I found that the battle mechanics/terms are a little confusing if the player doesn't play video games very often.
Updated cutscene graphics! Certain scenes that were just characters talking will now have more dynamic images on screen, and other scenes will have updated art.
There are a few areas I'm going to further expand, and I'll be adding more readily accessible lore in the environment, since right now all of the lore is just living in my google docs.
But anyways, I'm super excited to get Starflesh out there as soon as I can! Catch y'all later d(^.^)b
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...
HELLO THERE. Remember back at new years (5 months ago now) when I said I would try posting once to twice a month? Yeah, me too. I genuinely have no idea how that happened, the last four months have kind of been a blur. I HAVE, however, actually been working on the game! I've made a lot of progress, a LOT of mistakes, and some new assets along the way. I'm pretty close to the end of the first chapter, so that's exciting! It's still a little clunky in places and will need a good polish before it's released to the public, but hopefully I can get it out before the end of the year!
I'm reeaaally hoping to post some more in-depth views of the characters, story, and process, but as the past has shown me idk if it will happen. Life can kinda get crazy. But even when I'm not posting, I am working to make this game a reality. Thanks for reading, and hopefully I'll be posting again sooner rather than later d(^_^)b
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going to be making this a sticker!!! :3
love this guy
reblogs over likes
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Tumblr is doing some stupid AI shit so go to blog settings > Visibility > Prevent third-party sharing.

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Some positivity in these turbulent AI times
*This does not minimize the crisis at hand, but is aimed at easing any anxieties.
With every social media selling our data to AI companies now, there is very little way to avoid being scraped. The sad thing is many of us still NEED social media to advertise ourselves and get seen by clients. I can't help but feeling that we as artists are not at risk of losing our livelihoods, here is why:
Just because your data is available does not mean that AI companies will/want to use it. Your work may never end up being scraped at all.
The possibility of someone who uses AI art prompts can replace you (if your work is scraped) is very unlikely. Art Directors and clients HAVE to work with people, the person using AI art cannot back up what a machine made. Their final product for a client will never be substantial since AI prompts cannot be consistent with use and edits requested will be impossible.
AI creators will NEVER be able to make a move unless us artists make a move first. They will always be behind in the industry.
AI creators lack the fundamental skills of art and therefore cannot detect when something looks off in a composition. Many professional artists like me get hired repeatedly for a reason! WE as artists know what we're doing.
The art community is close-knit and can fund itself. Look at furry commissions, Patreon, art conventions, Hollywood. Real art will always be able to make money and find an audience because it's how we communicate as a species.
AI creators lack the passion and ambition to make a career out of AI prompts. Not that they couldn't start drawing at any time, but these tend to be the people who don't enjoy creating art to begin with.
There is no story or personal experience that can be shared about AI prompts so paying customers will lose interest quickly.
Art is needed to help advance society along, history says so. To do that, companies will need to hire artists (music, architecture, photography, design, etc). The best way for us artists to keep fighting for our voice to be heard right now is staying visible. Do not hide or give in! That is what they want. Continue posting online and/or in person and sharing your art with the world. It takes a community and we need you!
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Grayscale is an RPG currently in development by Jay Grimalkind. It follows the story of Samael, a young man who awakens in a world he does not recognize several years after an apocalyptic event. The story deals with themes of existentialism, mortality, and finding a reason to continue on even when all is lost.
Official Twitter
Itch.io page
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Sapphire City Part 2
Some scenes from Sapphire City Part 2. A free top down adventure game set in a dystopian world.
'To help out your friend in need you must once again take to the streets but proceed with caution, your actions are being closely monitored and you are beginning to venture down paths where there is no hope of return'
Link to the game -
Thanks for looking!
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Devlog #9
I made a couple of short soundtracks a couple months ago! They're nothing concrete, mostly just musical concepts at this point, but they help set the mood when I'm testing stuff. I made all the music in beepbox, but I'm hoping to recreate them later in something a little better like FL Studio or something.
Most of (and by most of I mean all of) these tracks are just looping ambience, but I'm hoping to get better at music this year. If anyone has any ideas, suggestions, or criticism, I'd love to hear it!
Catch y'all later! (^_^)/
#devlog#my post#indie dev#rpg maker 2003#rpg maker#starflesh development#starflesh#music#how do you even make music???#music development
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Devlog 8
I've been working a lot behind the scenes, tying up loose ends in the plot and stuff like that. I've also made a bit of progress in game progression, and introduced a new game mechanic!
The mechanic is called "reputation points," RP for short. You can gain or lose reputation by helping or refusing to help NPCs. There isn't a lot to it yet, more to persuade the player to do good things, lol. I'll probably add a reward system to go along with RP, but that'll be something for me to figure out later.
I really like having visuals to go along with these updates, but I don't have anything interesting to look at right now (´∀`)ゞ I'm working on a cutscene that'll help move the story along to the next area, but that's about it. I'm also making an attempt to streamline my creation process, which means NO graphics until I get the actual scenes that need them put together. Graphics just take me too long to make, unfortunately ToT
I do, however, have a bunch of prototype sprites and backgrounds I might upload later. They likely won't be in the game (at least not without a lot of changes), but it's still fun to have something to look at in the meantime.
That's about it for now... see y'all later d^_^b
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Happy New Year!
happy new year, everybody!
I know I've been a bit quiet on here lately, mostly due to getting absolutely slammed by the holidays. But, I figured I'd let my 2024 bucket list be known:
I want to finish the first chapter of my game (yes, it's going to be split into chapters, ho ho ho!)
I'm going to try posting more frequently, hopefully twice a month at least. I'll try and do better than that, but the year is still young!
Im going to try and post some more concepts/details of my game, along with devlogs.
Im gonna try and figure out music 0v0;;
Thanks so much to everyone who has followed me so far. Here's to a new year of possibilities!
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Here's something a little different this week. We've always proudly claimed that Eulogy of an Insect is hand-drawn. When it was started in 2014, we felt confident that other games wouldn't look anything like it, and even nearly a decade later that largely remains true.

We keep all the drawings in increasingly large binders that very quickly become unwieldy. After all, we have over 230 maps currently in the game.

Of course, maps get scanned in and adjusted digitally, but these pastels and fine tip sharpie pens are the tools of the trade- only rarely using other mediums like paint and such.
Discord
Bluesky
Twitter/X
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hello off community
im gonna post art can i get an interest check so i dont get sad if my silly little queen art gets bad engagement heres a teaser

just a wee tap of a like to show ur interest and a follow if ur interested to see the full!!
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Photo
Reblog if you’d attend!!
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