Text
i know nobody follows this blog BUT this is not abandoned! i also do art markets and have had to shift focus for a bit. will resume work here soon ❤
0 notes
Text
having a crisis about the art style i chose as i begin fleshing out some cg concepts. on the bright side, i did let myself explore some other options and think i have made an "improved" version of my antagonist that i am happy with. the bad news is that, as any artist will tell you, letting this compulsion take you is a slippery slope. it's easy to fall victim to the dazzle of new, nicer art. it's never new and nice enough!
i will continue with the assets i have for now. it's likely this stems from deeper issues, ie i need to do script work and am avoiding it at all costs.
0 notes
Text
decided to time a run-through of what i have completed after over a month of constant work and it was. five minutes long.
real requiem for a tuesday hours in the house this fine afternoon
0 notes
Text
weekend devlog #06
it is my birthday! and as a birthday treat to myself, i am putting off the really massive showcase of updates that will be upcoming this week. instead, have a way more boring and vague rundown of what i have been up to conveyed entirely through text.
new intro sequence with updated images and functioning image maps!
fully updated machinist model artwork with new expressions!
completed character creator with tons of options!
some tertiary art completed for use in things like warning screens, promos, and so on
some "demo" versions of custom overlays, an animated background, a second animated background, and some mysterious other stuff
script work! wowee
there may be more, but i do not have access to my kanban board at the moment. very exciting times as we hurtle towards the release of the demo!
0 notes
Text
missed the last devlog because i was so busy, but boy do i have a lot for the upcoming drop! wowee
0 notes
Text
weekend devlog #05
oooooughhhhh
spent a full day doing work i didn't need to do re: character customizer, sadly. not a big deal but it's always a bummer when you do ten hours of work for no reason
writing has been on the backburner but did lots of art! woohoo.
uhh god, i know i did more, it's just uhhh idk i can't think rn
i'm gonna do a showcase of some stuff i finished up this coming week!
0 notes
Text
terrible news everyone
0 notes
Text
saturday devlog #04
an early log today as I have weekend plans. husband and i are going out of town for belated holidays, and while i should like to stay inside in relative comfort and work, social obligations ultimately take precedence.
so, what have i accomplished?
begun work on sketches and early proofs of several backgrounds, which is a feat as i am not a background artist. much of the skill i am learning as i go. it had to happen eventually.
continued work on character art assets, ballooning the totals for skin, hair, mouth, nose, eye, and eyebrow options.
have shifted focus on script writing from broad strokes and fun scenes to fleshing out the introduction and first day in ways that feel authentic, dramatic, and satisfying.
still learning how to code 🤞
started work on a few custom overlays, wipes, and transitions
some extra art asset work
i'd like to do a little character creator showcase sometime this week with a breakdown of what it includes. i've worked quite hard on it!
i am also considering doing a little advertising. i am hesitant to announce projects too soon, but it would be nice to have a little excitement drummed up for the pre-alpha.
#vn development#visual novel development#project: joint compound#saturday devlog#murder sim#murder sim development
0 notes
Text
a sampling of the available options from project joint compound's character creator. i really need to work on something else... i'm only making more work for myself. but drawing hair is very relaxing.
0 notes
Text
saturday sunday devlog #03
happy holidays! as predicted, a slow week as work continues on the script. through development of other projects where i just kinda winged the story part, i've learned to, uh, not do that, and now am trudging through the hard work of starting with a coherent narrative instead of stapling one on later.
first draft is nearly 8000 words! this includes both the introduction and about a "day" of gameplay and should be equivalent to roughly half an hour of play
some work on character sprites got done, though not enough to get excited about
hoping to have more exciting news next saturday, especially now that the holidays are over.
see you next week!
0 notes
Text
saturday devlog #02
short one today due to a week of various illness and issues.
project joint compound:
worked on some concept art
arbitrary amount of coding
writing! the important part
probably looking at another couple weeks of slower updates. writing causes the whole thing to grind to a halt, as it is incredibly important and also incredibly difficult. i've got to start logging the work i'm doing on the script more concretely. might go work on that now.
see you next saturday!
0 notes
Text
saturday devlog #01
in the interest of accountability i've decided to start actually writing up what i've done throughout the week. there will definitely be saturdays where news is thin on the ground, but! not this saturday!
project joint compound:
completed (mostly) (1) sprite
made screens for intro segment
concept art & sketches aplenty
worked on character creator (very close to building v1.0 as i type!)
built sprite system framework and plugged in some test images
did a little script work
was an art-heavy work week. also did a lot of extremely necessary file clean-up (renaming and deleting layers, moving stuff into their own files, etc.) and admin stuff. not looking forward to some other admin tasks on the horizon (social media management, bleurgh) but, ah well.
that's all for now! see you next saturday
0 notes
Text
machinist model 1.0 <3
0 notes
Text
early wip of a model for a small project i am working on. what's his deal? idk. probably nothing to be worried about
0 notes
Text
protagonist character sheet #01
a nameable protagonist for a project that has been languishing in my to-do pile for many years. and even this character outstrips it by well over a decade. the proto-type for his design is an oc i dreamed up all the way back in 2005 named rigby. i have yet to decide if this character will share his name as well as his design. (:
#vn development#indie vn#character sheet#visual novel development#project: sex apocalypse#character: rigby
1 note
·
View note
Text
hello and welcome to my webzone
i am an indie artist & writer working on various adult m/m writing, art, and visual novel projects, mostly just for fun.
vn development notes:
using Renpy 8.2.1
art notes:
paint clip studio + wacom mobile studio pro
notes for potential followers:
log may contain adult content
log may contain triggering content (i will tag accordingly)
log will definitely include penises
0 notes