allcap-nostones
allcap-nostones
e t e r - n e l l e _n i g h t m a r e
44 posts
get it, eter-nelle because my name is janelle and also it's a Path to Nowhere reference
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allcap-nostones · 2 months ago
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Week 13: Opening Reception & Deinstallation
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The opening thing was on Thursday! And initially no one was going in my tent and that made me a lil sad not gonna lie but then Andrew (thanks Andrew) got in the tent and after him more people started going in and playing the game and that made me happy :>
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And even though none of the parents got in the tent, they were very interested in what was happening on the big screen (I didn't take any pictures of that though)
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And then I deinstalled on the following Sunday yippee!
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allcap-nostones · 2 months ago
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Week 12: Installation Week
I noticed I had an entire block of code that just wasn't in the game so I fixed that! I fleshed it out more so the player could learn more about reality-shifting if they choose to work on the group project!
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UPDATED UI during Game Design III, my classmates suggested that I do something to spruce up the UI. I had already changed the font I used from the default one but no one noticed so I also changed the name display font.
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I tried several different aesthetics for the UI (which I didn't take any pictures of, sorry), mostly leaning towards a retro Windows looking thing but then i realized pretty quickly that it didn't fit the vibe of the game (especially the beginning segments) so I went for a cleaner rounder vibe.
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Very cool.
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Made a stupid lil icon for the game.
I switched out a lot of the background images for things i thought fit the vibe better. I added da dog in the beginning segment, didn't animate it but it's better than nothing.
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I also replaced the intro screen background!
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I rewrote the bad ending and wrote a good and neutral ending then added them all in the game! I also added a bonus bad ending in which the player will have a panic attack if their stress reaches 10 three times. It's kinda hard to get though but possible!
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I tried to implement a thing in which the game will return the main menu after 5 minutes of no player input, but I couldn't figure it out :(
I added more shifting methods to the areas I couldn't reuse the other ones for.
I added ending credits!
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Speaking of credits I didn't end up getting the reality-shifting music so I just found free-to-use music on Youtube.
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Installation Stuff!
It was easier to set up my tent this time around as I've already done it like 2 times before.
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I didn't finish my game at the time of installation so I uploaded the most current version of my game at the time to the Mac computer. I brought a monitor but then Soomi switched me over to the other side of the room, so I got to use the TV instead but then I brought the wrong cable so I couldn't hook things up on the first day
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Allyson suggested that the tent would be moved so it'll look more dynamic or something so the next day we tilted it. But the image too big for tumblr so this all you get. Also we got the TV working.
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that's probably all, I finished up working on the game on Thursday before the exhibition so I installed it on the computer and then everything was cool.
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allcap-nostones · 2 months ago
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Week 11 + 12 1/2
I fell behind on blog post just a smidge, so I'm going over what I accomplished this week, but using screenshots from week 12 (so ignore the updated UI). None of these are in order, probably.
This week, I focused a lot on visuals! I completed the two main reality-shifting sprites!
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I named the bunny Vanilla, but the other one doesn't have a name yet! That's a later problem, though. I decided that when the player shifts into the portrait room and describes the portrait they're hiding behind, there should be a picture of the portrait
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here's the process in case anyone was wondering how ugly my sketches can get when I'm speed running art
I created a sticky note asset from when you come back from reality shifting the first time, and Autumn leaves a sticky note on your desk. I think it adds a little personality.
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I added new reality-shifting methods! Most reality-shifting methods are gathered from this master list. Most of the methods involve you closing your eyes, so I kept the screen black and focused on sound effects. The methods change depending on where the player chooses to shift. (for example train method is only used when ur in a classroom)
Reality Shifting 2 has been implemented in the game! I need to finish up the ending bit of it but it's playable.
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Here are some background screenshots I took for the reality-shifting segments (Sims 4 + Reshade)
Reality Shifting 2 is in the game!
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I felt like it wasn't interactive enough so I added an extra option when the other characters are looking for the player
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I've also been adding more audio into the game but I didn't know how to show that. I'm currently waiting for Niki to send over the song for the reality-shifting segments.
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allcap-nostones · 2 months ago
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Week 10: Milestone Crit Review + Other Stuff
Overall, the milestone critique went well, though I feel like since the majority of my game wasn't played, the feedback I received didn't contribute much to the improvement of the game.
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Here my tent
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Chris in da tent
Bel wrote notes for me! Thanks Bel!!!
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What I gathered from the critique is:
Adding more ambient sound effects would be a step in the right direction
Definitely get a TV monitor to mirror the game on since it would make the game to more accessible to those who can't get low
Make the tent comfier! My butt hurt after sitting in it for 7 hours but Chris barely lasted 4 minutes
Soomi said I should put code in my blog post now so here what I've been working on:
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I've been revamping the shifting mechanic a bit. Before if you decided not to shift on the first shifting opportunity but wanted to shift on the second one, the game would play the second shifting scenario and then you would be super confused because you didn't play the first. And now the game will consider whether or not you shifted before so it'll play the right shifting scenario very cool
If there's an easier way to do this don't tell me.
If you choose to pay attention during class, you'll be prompted to answer a question relating to that subject. I wanted it to be randomized for each playthrough of the game, but no one is playing this game over and over again for the gallery so right now I just have one (using week 12's updated UI)
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If you get the questions right, your stress will decrease, but if you get the questions wrong, it'll increase. It increases more or less depending on if the player character finds that class easy or difficult
I noticed that when people were playtesting my game, they often didn't notice that the stress meter was increasing or decreasing, so I think next week i'll focus on adding that. No more work this week, I'm burnt out from midterm prep
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I lied, I just remembered I coded my entire stress_overlay system during a Game Design III lecture. Audio was added later, so pretend that isn't there (and ignore the updated UI)
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when the player is tense, the overlay will pulse with red only at the edges
ok now that's all goodbye
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allcap-nostones · 3 months ago
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Week 9: Milestone Crit #2 Prep
The final milestone critique is coming up and my game is not done! This week was hell highkey.
The most important part is visuals as that was the focus of the last critique we had.
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They originally had normal colors (real skin colors and normal hair colors) but I realized that I did the line-art too thin and when I applied the normal colors it didn't look so great. I didn't want to reline the characters so I made areas that needed to be thicker thicker and gave the characters their own distinct colors.
I changed one of the dream reality characters into a bunny person because I didn't feel like drawing a girl to be honest. It's a plushie, which fits into the theme of the dream world.
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The second important thing was writing. By this point, reality shifting one, two, and three has been written but not implemented. I realized my game had a fatal error. If you didn't reality shift the first opportunity and decided to shift on the second opportunity, the game would act as if you had shifted the first time and give you the second part of the reality shifting thing. Not great, I have to redo how I implement the shifting in the code.
In the meantime, I put a warning that the parts would not make sense if you didn't shift the first time.
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allcap-nostones · 3 months ago
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Week 8 + Spring Break
The break part of spring break lasted 2 days and then I panicked once I realized how much time we had left and how much work I had got done on my capstone.
Soomi said I should aim to get ALL EIGHT character sprites done by the end of the break. Spoilers, that did not happen because I am not a fast artist, but I did get a decent amount done!
While planning for the game, I said I would pick two distinct styles for the reality and dream reality segments. I said some other things too, but this is the only thing I knew how to through on TBH.
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I originally wrote the script with one girl and two guys in mind but the day I started sketching up characters, I didn't feel like drawing dudes so I didn't. Also it's really hard to find candid images of average-looking black women when you're looking for them.
I don't remember any of the character's name right now, but I sketched half bodies of them out on the Ipad.
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Here's what I got done over the break! I also continued writing the script but I didn't make super notable progress.
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allcap-nostones · 3 months ago
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Week 7: Visiting Museums + Writing
Quick! Update the blog so Soomi doesn't realize I lost track!
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I found that most of the museums we visited didn't really relate to my project and it's installations but! I saw cute little object dogs and they make me happy.
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We visited another museum, this installation featured a bunch of furniture and also a sheep. I like the sheep!
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As for progress on my project, I discussed with Fillip and later Soomi about the best course of action for the project being that I shorten it.
It's for the best. I don't plan on continuing this version of the game after capstone and most people who play it in the museum aren't going to get further than the first day. Therefore why spend time on writing when i could spend more time on the art?
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I started writing a bite-sized version of the script. The language is less flowery and I kept the dialogue more snappy.
I was inspired by the short visual novel "Someone Stole My Lunch!" which uses short sentences and snappy visuals to tell it's story and keep the audience engaged.
That is all!
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allcap-nostones · 3 months ago
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R2: Week 5 + 6
Hello!
I combined week five and six on this post because they were dedicated to the same thing; writing.
Spoilers ahead!
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Reality Shifting Day One was completed (and then rewritten in week 7)
Monday was completed
Tuesday was mostly complete, I added more to the work section
Started on Wednesday
Idk man I'm such a slow writer. I have fun writing but something about this project demotivates me for writing for it. I was hoping to be done with writing by now so I could focus on drawing but so far that hasn't been the case. Maybe I'm writing too much for the type of game this is? See Week 7 for more information.
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allcap-nostones · 4 months ago
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R2: Week Four
Last week's milestone crit focused on visuals. You should add visuals and also think about how you want to differenate between the real world and reality shifted world.
But how would you noticed the difference between the real world and the world you shift to if the world you shift to isn't even in the game yet? hmmmm?
This week I got hit with the big sads so i didn't get much work done, but when I got out of it, I drafted up a character design for the people in the world you shift to. Unfortunately for you, it's in my previous post I don't do repost
Soomi said I should focus on writing still, so I finally have the reality shifting segments drafted out. I was gonna go for a generic fantasy vibe but I don't consume much fantasy content and generic fantasy designs bore me to death so I'm doing my own silly thing.
I made today's screenshot very tiny so you'll have a hard time reading it, enjoy!
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allcap-nostones · 4 months ago
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when u have the correct number of cinderblocks in ur enclosure
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allcap-nostones · 4 months ago
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R2: Milestone Crit
Here's the notes from last week's milestone crit:
smart to focus on writing and mechanics
"i wanna see what it looks like even if it's just a couple of pages with your art"
specific feel to the photos
be picky with the art
do quick colored stuff and get feedback before making all assets
reality shift can be drawing and reality is photos?? experiment and get feedback
inviting signage will be helpful
I forgot what he ment by 'inviting signage' but the critique I got was to basically focus on adding visuals. Which is also the same critique I got from any other presentation of my game. Here's some character designs I pulled out of my ass
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I like the angel winged girl, don't like any else. This did lead me towards solidifying the plot off the reality shifting segment but that's for another update
Also the masks things on top were scrapped because they remind me too much the of angels from Assbin Hotel
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allcap-nostones · 4 months ago
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R2: Week 3
Attempt three
Progress this week:
Fixed stress_meter : Now it updates with the player mood according to the amount of stress points they have
Reworked stress mechanics because before it was based off of vibes
In the process of reworking reality shifting logic
Rewrote and added new event to_work: Introduces player to their place of work (the bakery). Serves as intro to work events
Added work event rude_customer
Rewrote and implemented bad_ending
Added music to the game (very cool)
Reworked [today] code (this one only mattters to me]
Added typewriter effect to the text (very cool)
Added 'home options' including the option to research reality shifting (so players can get more information + increasing chance of success)
some other small things too
Biggest accomplishment was making the stress bar update and reworking the stress and reality-shifting logic.
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During crit i was basically encouraged to start adding character sprites so i'll look into that bleh
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allcap-nostones · 5 months ago
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Round 2: Week 2
Just between you and me I didn't accomplish much on the capstone this week.
Goals
Write out work events
Write out bad ending
Plan reality shifting segment
find and/or implement sound effects
wednesday_group
Accomplishments
Wrote out an introduction to work events, implemented in game
Wrote out a draft of bad ending
ooof
found one sound effect
started writing wednesday group and realized I need to finish writing monday group first
planned out monday group, will probably finish writing in class
added homework to afterschool activities
accidentally figured out nested menus
wrote part of "Do Nothing"
I've decided that the game will only take place in one busy week.
Also I need to really figure out the random system in Ren'Py because there's a couple of events i can't implement properly until i do. But they're already written out so that's cool.
anyway that all bye bye
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allcap-nostones · 5 months ago
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R2: Week Two
Updates:
Removed the understanding system because it was excessive and didn't add anything to the story. Still reference in the writing as an afterschool activity
Revamped the story and decided on a single coherent narrative for the reality-shifting sequence
Fixed the Office Hours segment and made it active in the game (it works!)
Wrote and implemented mon_group one sequence (still unfinished but there)
Revised and rewrote opening sequence (it looks nice now)
Picked a placeholder song (hasn't been implemented yet because it's probably simple but I don't feel like learning right now)
Rewrote commute sequence (one)
although I didn't have much to show for my week one version of my game, I think it served as the perfect jumping-off point for working on my game. It's easier for me to fill out the game since the outline is already in place (+ Jonah says he liked what I had so far and gave me media recommendations)
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allcap-nostones · 5 months ago
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Round 2: Week One
Hola!
My winter break plans fell through because I had to go home against my will (it's very rough over there) , so I had less than a week to learn how to code and make this game.
This what I got!
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I was only able to get a skeleton version of my game done, which is far from what I intended to get done over break. But! With what I have so far, it isn't too much work to get to a playable state by next week.
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allcap-nostones · 7 months ago
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Week 11: Artist Statement + Pre-Final Iteration
When people are faced with the concept of reality shifting, often their first reaction is to dismiss the practice and the people who take part in it due to it's absurdity.
With this project, ideally, viewers will be educated on reality shifting and why it is so tempting, and therefore be more sympathetic to those who partake in it. At the same time, the game serves to criticize reality-shifting as a cooping mechanism due to it's harm in the long run.
Goals:
Create an engaging narrative that allows the viewer to sympathize with the main character and the people that they represent
Create an engaging narrative that allows the viewer to recognize the harm reality-shifting does in the long run
Create an experience that allows the viewer to get the message on a single playthrough (for display's sake)
Create an isolated environment for the game to exist in (sounds impossible)
I think this part was a week 10 thing looking at everyone else's blog, but I was having a crisis so now it's a week 11 thing yippee :>
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Important progress was made in Week 11, mainly the solidification of the game mechanics.
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I told Soomi that reality shifting is like smoking, it feels great in the moment but will harm you in the long run.
As the main character goes about their day, they will face different events that they will have the choice to react to. There is a stress meter. Certain choices will increase the character's stress, and other choices will lower it. Reality shifting serves as quick way to lower the player's stress if it gets too high.
The downside is, if the play chooses to reality shift too often, the MC will lose the ability to navigate tougher situations properly as the game progresses.
I plan on creating three ends, with each ending you get depending on how high your stress level is. I haven't come up with good ones yet.
For the final prototypes, I plan on creating a mock version of the game in Twine to demonstrate the mechanics. Hopefully nothing too complicated.
Ye that all. Until next time!
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allcap-nostones · 7 months ago
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Week 10: Whole Lotta Not Much
What did I do for week 10? Not much but not completely nothing!
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I was tasked with creating a script for my game, but writer's block hit very very hard and so I barely got a script out. But I did present some ideas for mechanics that I fleshed out in my week 11 prototype which was good.
I introduced the idea of 'canon events' which are events that will happen in every playthrough and will affect the direction of the story based on the choices the player made previously. Random events are less impactful, happens randomly throughout playthroughs, and something else.
I expand more upon this on week 11 so check that out
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