fluorescentlightsanctuary
43 posts
send me pictures of fluorescent lights and ill write poems to go with them
Don't wanna be here? Send us removal request.
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peace talks
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I’m making a YukaMitsu fangame in Ren’Py.
The setting: Yukari and Mitsuru discovering one another again, now in college and all of SEES separated for a bit. They never dated but there was tension.
I know the fandom is asnooze a bit, but I know there are lovers of the ship out there.
So far, with my limited artistic ability, the sprites will be from the original P3 game but the backgrounds will be 3D scenes I find on the internet.
Respond to this or PM me if you’re interested in jumping on board, whether in audio or visuals. I have writing and programming covered.
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love this boy
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Audio
Song: This is the song that will be playing in the background of the game. I composed it to specifically flow well in a loop and to supplement the art of the game.
1st Frame: This is the finalized version of the basement of the Speil house. From here the player can go to the kitchen or to the guestroom, in which Violet Crapple resides. The player must click on the couch to find the items “Mudda’s Scratch Em’ Up” and “Blaine’s Vulpex” to be used later in the game. Blaine’s Vulpex is a key to the guestroom.
2nd Frame: This is the kitchen of the Speil house. The person on the cork stool is Mudda Speil and she is animated stirring something in the pot. My friend Feyza modeled for this. There are many little things the player can click on in the kitchen to get dialogue or to affect the game. If the player gives Mudda the previously attained, “Mudda’s Scratch Em’ Up,” they will be allowed into the fridge. In the fridge, the player will get two items: “desaturated tumult” and “pickles.”
3rd Frame: This is the stairs in the Speil household, a connector of the kitchen, the bathroom, the porch, and Rake’s room. To get to Rake’s room, the player must have “pickles” to feed to the dog blocking the room.
4th & 5th Frame: This is the bathroom, where many things happen. If the player turns off the lights, the invert thing will happen. If the player goes to the toilet screen with the lights off, there will be writing on the walls. There is an arrow pointing to the toilet bowl and a caption with it saying “flush your sins,” which is a reference to the desaturated tumult needing to be flushed. But the player does not know that the desaturated tumult = sins at this point in the game. There is also a drawing of the Speil Dog and a pickle on the left wall with the caption, “appease the pickle gods,” which is a hint for the player to feed the pickles to the dog to progress.
Walkthrough: Basement (get Blaine’s vulpex and Scratch em up)->violet’s room(see locked closet and violet’s stuffed animal placed on its pedestal)->back to basement->kitchen(trade scratch em up for pickles and desaturated tumult)->stairs->porch->attic(get velveto, similar to violet’s stuffed animal)->back to porch->yard(see locked shed)->back to porch->back to stairs->bathroom(see graffiti)->rake’s bedroom(appease pickle god, place velveto on pedestal, open secret passage)-> secret passage (sin/desaturated tumult clue(violet must pour it into the toilet and flush it),leave from shed)->back to yard->back to porch->back to stairs->back to bathroom(violet does the things, banging starts)->banging gets louder the closer the player gets to violet’s room(player goes there)->violets room(player opens the closet and inside is jabba sababa->end.
For this week: I hope to finish all the rooms with this art style (I am getting pretty proficient in photoshop so it may take less time than it has in the past and also I am aware of and confident in the style). I have done all the basic programming I need, like the lock mechanics and the backpack menu where the items are displayed (not shown here) so implementing this at the last minute should be a breeze. The final week will be dedicated to writing dialogue and finishing little details, but I hope to in new orleans spend a lot of time writing in my notebook ideas for item dialogue.
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Audio
Music: I asked my friend, Max Frumkin, to help me design music for the game. Provided is a track I plan on using. It was initially developed by him and I changed it to fit the style of the game. I hope the music will help inspire me for the art style.
First Picture: Layout of basement, visually, where all the objects will be placed with one another.
Second Picture: Attempt at figuring out style of game, I really like the grain filter on photoshop, but it is hard to recognize the faces of the characters.
Third Picture: How the scene looks with a different version of the grain filter I need adequate wall, floor, and ceiling details, which I may take from other pictures.
Fourth Picture: This is an attempt to show how I’ve coded textboxes with a typewriter effect. When the player left-clicks on an object (of which the basement temporaries are shown above), they will get the textbox.
Fifth Picture: This shows the over-effect I’ve established to let players know what left/right clicking on certain objects will do.
For the future (this week): I am hoping to finalize my decision on what art style I want to use, and then I will finish the design of the basement. I don’t know whether I want the entire game to be in one art style, or whether I want to go from room to room and switch aesthetics each time. My question is, what am I trying to say with the project if I do this? I feel like it would just me making it look crazy for the sake of being artistic, which is ultimately pointless. Maybe that could be the point of the game.
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Goals for Spring Break
This spring, I am planning to complete two things: the list of all the objects for all the rooms I’ll be having in the Speil house and the game script for player progression, and then the wireframe of code for players to be able to navigate from room to room, in order that the only thing I need to do when i get back is start creating assets (audio, sprites, dialogue).
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Thesis Proposal
I intend to create an immersive, interactive experience that exhibits the aesthetic I’ve developed throughout this year via a mix of my own visual and linguistic prowess.
I will be doing this by creating a small, point and click, adventure video-game via the Gamemaker Studio 2 engine. There will be two main characters: Rake (pronounced Rocky) Speil and Violet Crapple. These two characters will be a manifestation of the player’s control- following the player from room to room as the player explores the eccentric Speil home. Whenever the player clicks on something, they will give commentary on the item. For example, Rake’s mother, Mudda Speil, will be in the kitchen, sitting on a tall wooden stool in front of the stove, stirring something in a pot with a spatula. For example, Jabba Sababa, the friend of Violet and Rake, will be trapped somewhere in the house, and when found, will go back to the basement to tune instruments.
The goal of the game is for the two characters to find things they can make instruments out of in order to make music in Rake’s basement. They will journey throughout the house and then bring things back to the basement, giving the player a reason to explore the house and click on everything.
The characters will be created from photographs I take of people. Luca Morante, dressed in a leopard-print fur coat with his hair gelled up, will be the likeness of Rake Speil. Binglun Shao, dressed in my father’s old trenchcoat, a black anticross chain around her neck, a striking pictured skirt, and heavy smokey eye, will be the likenss of Violet Crapple. These people will not voice these characters, though. For example, although the likeness of Mudda Speil will be Diana King, Mudda’s voice will be from Nick Gordon. This is the same for all the characters, in order to detach the characters as much as possible from the people pretending to dress as them.
The backgrounds and non-human objects will be traced over renditions of photographs I take.
The music the characters make and then the music for the entire game in general will be original and come from garage band.
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-documentation of Sprites and The Scene Resets in Silence as exhibited during the winter term show-
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Time Compressed by Diana Thater Notes: This is very similar to what I like-moving paintings. Also, is this a loop or a stream?
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Buddy by Phillip-Lorca diCorcia Notes: Wash a dog. It’s intimate. The dog is her only companion.
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Untitled by Isa Genzken Notes: I was looking at a different piece and thought it was another gallery-goer. It was not.
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Untitled by William Eggleston Notes: so intimate- sex? force? What is the woman in blue saying? no? to what?
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Untitled by Ryth Asawa Notes: it’s so intricate, it’s chained, suspended, black.
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Splitting by Gordon Matta-Clark Notes: The desolate feel, the real, sliced face, home. Whose home?
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