#Game dev log
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April Dev Log
Hi everyone!
A little late, but here’s an update on what I’ve been up to in April! My time has been a little bit divided between CT:OS and Merry Crisis (and my day job/work trip), but progress is steady on both.
TLDR: I hope to have an update for Merry Crisis by End-Mar (and some bug fixes + half-chapter content for CT:OS too, if I can swing it)!
Read the full dev log on Ko-fi / Patreon
#interactive fiction#if#update#author update#dev log#game dev log#developer’s log#college tennis: origin story#ct:os#merry crisis
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Dev Log! 1.04 BETA Release Date Confirmed & Info Dump!
I was going to post up a video update, but editing videos is time consuming!! So, written devlog it is! This devlog is a long time coming. There's been some trials and tribulations leading up to this point. There was a situation of lost coding, lack of time, and even some health issues that kept it from coming out sooner! I was hoping to have it out in March around my birthday. That didn't work out. So it's late! However, no lie, this feels like the biggest update I've ever done for Camp Gash! So, sit tight and get a snack. This may take a minute to read! I feel guilty for not saying much until now.
However, I'm here to rectify that! Release date for this update will be placed at the very end of this devlog! So, here's what is all coming to the:
1.04 BETA Consequences and Scenarios Update

First off: An Inventory System!
That's right! A working, real, inventory! WOOO! I thought it was just going to be a list for now, but I figured out a system! There will be 4 categories of items:
Consumable Items
Dialog Items
Mission Items
& Special Items
Consumable Items can be clicked on and used in the inventory. Instantly. Consumable items can help with raising and lowering your horny meter, some can be shared to NPCs, and even help your HP. <More on that detail later!
cigarettes
bottled water
beer
first aid kit
bandages
no-baby pill
Dialog Items can only be used during interactions with NPC's or during certain situations. A dialog option will either appear or the MC with automatically use them. Each one has a limit to how much you can carry and use. Some dialog interactions won't be present without them!
lube
condoms
Mission and Special Items are items you pick up during missions as an objective.
Special items are found in secret, given, or found in select areas. These are considered non interactable.
You start WITH ONE STARTER ITEM that you can pick while in the car ride with Moxie. You can now find items in a stick pile during the tour. It's random chance.
New Artwork!
Another part of this major update is a few new changes to the games artwork! The bridge to the player's cabin is updated! It is no longer a sketch! The player is getting a new design for their cabin. ...Isn't it delightful?(it's trash I know!) A few new NPC sketch buttons for Carrie, Lyle, Mars, Lucian, and Lucy! I hope to have some new buttons that are finished like Moxie's soon. But, it takes a while to do! I've also resized Moxie's tour buttons so she's not a giantess. She's closer to what she needs to look like compared to the other buttons! The original buttons I created by drawing with a mouse. That's why they looked so wonky! They now have a revamp!
There's a few new MC customization options for their face!
New hair! Long flowy and Mullet(because it's the ✨80s~!✨), tired eyes, and a new nose!
Added or Expanded Locations!
The nurses station, although mostly still basically a sketch, has a back room that you can go into. A side garden at the green house and a secret 'relief' spot for the green house! Now you can jack it in peace during your groundskeeper tour!
Let's get down to the nitty gritty!!
Game Play Additions and Changes!
There are new things to customize your character and change up player experience! Many of them aren't fully implemented, but will be added in with each bug fix update and future updates. These all include:
The requested virginity option. You can now start off, by choice, as a vcard holder. This means that you can lose that vcard to other NPC's, both counselors and monsters alike. This may change up scenes for sexy time. If you tell your RO that you are a vcard holder or not! Only a few Counselors have been added to this, the monsters for the most part have this implemented! Lyle, Barb, Mars, and Kyle have reactions to this(only certain scenes!). Moxie just knows you are since the two of you are besties. The twins and Carrie, are unfinished for now.
The ability to choose if you have pubic hair, facial hair, and body hair. Will be implemented for scenes overtime. (facial hair not a selection for visual MC appearance yet! Still working on it!)
*Some requested that it should be an option for vagina havers (both intersex and lone vagina warriors included) to have an option to have their period during the camp week. (OPTIONAL) Not mentioned or implemented currently, but may open up more options for bloodplay. If this is selected, the game play may increase in difficulty. Monsters, not just the monstrous ROs, smell BLOOD. Attacks may increase and if hiding, yes that will be added later!, it'll be harder to stay hidden. Survival is about to become more of a thing!
PREGNANCY. Yes, I said it. Pregnancy. Depending on the equipment your MC has - vagina, penis, or both. You are now able to become or make other NPCs pregnant. Will you know? Probably not. Only one NPC can tell you if you are. And it will only be said in passing! Practice safe sex~! Or don't. This doesn't change gameplay much, but will affect your ending. Make your game as MESSY as you want! There are items to prevent - or terminate - the pregnant variable. Condoms and the No baby pill(For MC only). If an NPC knocks you up or you knock another one up, you will gain a variable that will keep track of which one you got pregnant /got pregnant. Once the player is pregnant, unless terminated, you can not become pregnant by another. **Birth preventative items can be purchased in next update when the SHOP is implemented!
The ability to change what type of undies you wear! Briefs, Panties, and Boxers.
You can now be injured during the tour! It's random chance!
Consequences on day 2 for fucking Barb on night one and NOT having a truce with her.
Lucian has a more complete Sleepover scene if you invite him over! This one has a story attached... I lost all of it for some reason. The coding just disappeared for some reason and I had to rewrite ALL of it. EVERY. SINGLE. THING. And I'm STILL writing it!! 😡 FUUUUUCK! You can be kinky with him or just do it vanilla! (interesting scene if you tell him of your virginity during sex~!🩸)
Lyle shower sex on night one (if invited to shower with him after shed sex)
You can die during rough sex now! Yep. Keep an eye on your HP! If your health is low during rough scenes you might die! There's consequences to your hoeing now! XD And you don't heal completely when you go to bed. You heal one notch when you sleep now. No more. DON'T WORRY! I've placed a few first aid kits on the map on day two, if injured when you talk to Lucy on day two you she may heal you once, and one of your starter items can be a first aid kit! Be safe! LUBE is recommended for rough sex and helps prevent injury. This can be useful for if you have a vagina and are going to have your first time roughly! Just a tip! ;)
There are new dialog options, scenarios, and sexy scenes! You can now KISS the monster at your cabin on night one! Nothing like rewarding your stalker with kiss. 💋
PROTECTIVE MONSTER is now a thing. On night one when you need saving at your cabin -if you know you know- only if your LOVE IS HIGH with the slasher or the swamp monster. (Eldritch horror has it's own idea of protection) They will come to your rescue! This unlocks a different wake up scene for day 2! ...With consequences.
NEW NPC(s)! Jackeline! She's a friend and bandmate of Lyle. This goth gal shall show up on day two after she is mentioned in Lyle and Carrie's day two conversation. She doesn't have much dialog for now but she will have MUCH MORE in the future. She will be... Helpful. Also, a serotonin boosting NPC you can find at the greenhouse on day two! Have fun with the little guy!
WOW THAT WAS A LOT! Phew! Do you all see why it took me so long? It has been a TRIAL! Let me tell you! Didn't mean to turn this into a safe sex class but here it is!
I hope to have the newest version of the game posted up here on
MONDAY April 7th
Of which, if you like what I do so far feel free to become a patron or do a one-time purchase of the game! Every little bit helps. Thank you all for playing and I do hope you're having fun with what I've created so far! Stay tuned, because there is more to come!
Until Next Time, Doves! Take initiative and game on!
- Pillow Princess Games
Play the current/non updated version HERE! 18+ ONLY!
#campgash#indiedev#camp gash#game development#gamedev#horror games#horror/romance#indie game#monster fucker#monster romance#devlog#game dev blog#game dev log#update#yandere#18 plus#nsfwgame#adultgames
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KUWTW Dev Log #4

Guess what, fellas~
I went through a roller coaster a few days ago with the game because I had to reboot my PC, and that ended up deleting the progress as a whole. BUT LUCKILY, I had the first version saved up in my Notion. Which means that... False alarm! My game is still up, I just have to proofread it again and we're all set.
However, this catapulted me into better up the game and add new things.
You know... Fire Emblem Fates and Awakening? How can you change the name and gender of your unit? Corrin and Robin, anyone?
I DID THAT!!
So now you can type any kind of name for your character, regardless of gender!
As for the gender...
It's pretty basic as of right now, but some cute illustrations will be added soon. As well as some characters being redesigned.
Wait- You want me to show the new character designs, right? Hahaha! Good one, but that is going to be a surprise for the players who peek into my itch.io~
As of right now, I have to change the profile settings and add a post or something, it's pretty much a wasteland of emptiness. But feel free to peek in!!
With that being said, I am taking a leave to work more on this~
Ta-ta!!
#interactive fiction#interactive story#twine game#twine if#twine interactive fiction#twine wip#game development#interactive novel#original story#text based game#original character#interactive game#text games#dark romance#dating sim#original creation#ocs#game developers#indie gamedev#indie game dev#indie games#indie dev#gamedev#indiegamedev#indiegames#game dev blog#game dev log
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In this Nay Saga dev log, I present the final cards, made a how to play video, and the presentation for the itchio page.
#my art#artists on tumblr#tumblr artists#the nays#art#game design#Nay Saga#dev log#game dev#game development#game dev blog#game dev log
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🪲Yitalot's character sprite
Sigh uni... I wanna be a full game dev XD
#rpg maker game#rpg maker horror game#indie game#video game#game dev#game dev log#bottle.game#bottle.mule
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I improved the Hauler's legs and created a buddy for them- the Harvester! These Foundry Corporation drones work in tandem to tear down anything of value, one block at a time. The Harvester will fly to and from the target, slowly hauling back blocks one at time, and when sufficient numbers are gathered, the Hauler will retreat to safety. If attacked the Hauler will drop its cargo crate, allowing for a more rapid escape. Likewise the Harvester will drop whatever it is carrying and fly off to the safety/defense of Sentry and Sentinel drones. We have an official community discord server now; Come and let us know what you think, share ideas, and all the other fun stuff! https://discord.gg/ERYMQxNY
-@recusantalchemist
#arachnids#spiders#spider#blockbench#gamedev#pixel art#regrowal#pixelart#regrowalthegame#voxelart#indiedev#indie games#indiegamedev#game dev blog#game dev stuff#game dev#indie game dev#game development#indie dev#3d art#3d model#3d modeling#3d artwork#robotics#robots#robot art#dev log#game dev log#dev blog
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Baby's first devlog!
We're so excited to talk about the game post-release's plans, and where you can go from here to truly enjoy the full Spooktober Visual Novel Jam experience — check out the post up ↑ here!
#spooktober vn jam#spooktober 2023#visual novel#yuri#game dev#vg dev#vn dev#vn development#seraphim slum#vg#devlog#game dev log#gamedev log#vn devlog#visual novel devlog#sapphic game#sapphic art#sapphic visual novel#lesbian media#wlw game#wlw art#wlw post#writers on tumblr#writelr#writeblr#creative writing#creative logo#creative process#digital design#digital media
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How to show a screen on the master layer without the dialogue box in Ren’Py
How to show a screen on the master layer without the dialogue box in Ren’Py If you are working on a Ren’Py project, you may have encountered a situation where you want to show a screen on the master layer, but the dialogue box is still visible on top of it. This can be annoying if you want to create a full-screen effect or hide the dialogue box temporarily. In this blog post, I will show you how to fix this problem with a simple solution that I found.
The problem Here is an example of the problem that I faced. I am developing a QuestManager 4 game quest. My Quest Manager screen shows all available quests so the player can accept or complete them. I want to show this screen on the master layer so that it covers the entire screen and hides any other displayables. However, when I use the show screen QuestManager function to show the screen, the dialogue box is still visible on top of it, as shown in the screenshot below:
This is not what I want, because it ruins the immersion and makes the screen look cluttered. I tried to use different arguments for the renpy.show_screen() function, such as _layer and _zorder, but none of them worked. I also searched online for a solution, but I could not find any immediate results.
The solution After some trial and error, I finally found a simple solution that works for me. All I have to do is add the zorder argument with the screen name when I show it and call it inside the script.rpy file. For example:
show screen QuestManager zorder 10 This will show the screen QuestManager on the master layer, and make sure it is in front of any other displayables on the same layer, including the dialogue box. The zorder argument specifies the relative order of displayables within a layer. The higher the zorder value, the closer the displayable is to the front. You can also use negative values for zorder to push displayables further back.
Here is how my screen looks like after using this solution:
As you can see, the dialogue box is no longer visible, and the screen covers the entire screen as I wanted. This solution is super simple and effective and does not require complicated code or changes.
Conclusion I hope this blog post helps you with your Ren’Py project. If you have faced the same problem as me, or if you have any questions or feedback, feel free to leave a comment below. Happy coding!
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WIP player idle for my Godot 2D platformer project :)
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Sneak peak of a little something! Ignore the shakes lol
background pack: https://potat0master.itch.io/free-visual-novel-backgrounds-mansion-pack
gui pack: https://skolaztika.itch.io/dark-elegance-renpy-gui
credit to both creators of the assets
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UNTITLED PROJECT
hello tumblr.
i have been making moves in silence. crafting an untitled visual novel project. it will be the first game i put out to the public. i have made rpg games before using rpgmaker but this will be my first vn with renpy. im very excited, and hopefully i can share progress with you all soon.
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Camp Gash Version 1.04 is LIVE!!!
The Consequences and Scenarios Update! WHOO!
#campgash#indiedev#camp gash#game development#gamedev#horror games#horror/romance#indie game#monster fucker#monster romance#dating sim#game dev log#game design#visual novel
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In this Nay Saga dev log, I revisited the digital version of the game and started to lay out menus and code the player's hand and CPU actions.
#my art#artists on tumblr#tumblr artists#the nays#game design#Nay Saga#gamedev#game dev log#game development#game dev blog#indie dev#indiegamedev#devlog#blog
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HAPPY VARENTINES DAY, ANGEL ! I've been facing some tech issues recently, but!! To celebrate Ren's birthday and Valentine's Day, I'll be releasing Day 5 (the Early Access version) for all the Beta Testers in a few days!
And for those who aren't part of the 14DWY Discord server, don't worry! The public version will be available for everyone to play once the beta testing period is over ^^
#I don't have internet right now because my service provider is ass </3 I fear we may be livetweeting from my campus wifi right now lmao /hj#Anyways!! For those unfamiliar with how the whole ''Day update'' releases work; it's as follows:#Beta Testers → 14DWY Discord Server → Public Release#I always feel bad for those who pay money to boost da server (or donate to my ko-fi); so I want to offer them early dev logs and game acces#But members can also become a Beta Tester for ✨free✨ by chatting and reaching level 50 — or by taking part in server events >:3#They get access to all dat + unique server perks (like special name colour; upload & emote/sticker perms; [REDACTED] pixels lmao; etc)#And just so that it's not too overwhelming for da folks on Discord—#—I don't think I'll make a Twitter/Bsky announcement until Day 5 is officially available for beta testers to play#Or... until I can find a new service/phone provider because an additional $40 a month is NAWT the vibe!!!!! T_T#I also do not want to drive 1.3 hours into the city just to use my uni's/McDonalds wifi hjgdgjdhjgd#But I fear this may be the price I need to pay to have extended wifi coverage to the middle of nowhere </3 /lh /silly#Oh lawd.... How am I going to upload the files to Itch........... T_T#Brb brawling and bawling a certain internet provider real quick <3#💖 — 14 days with queue.#🖤 — updates.#🖤 — shut up sai.#I'll make a new rebloggable announcement + use the 14DWY tags once Day 5 is officially out!!
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DUDE I JUST PLAYED THROUGH THE GAME, WHY IS IT SO SADDDD😭😭😭
and why is he hot
Starling went through quite a few redesigns through the entire development process so let me talk about it a bit :3
It all started with this notes app drawing I made with my finger
Right from the start we knew his tail would be made out of tongues but figuring out how many and placed how was quite hard, I really had to girlmath my way thru
This was the first actual drawing I made of him. The story wasn't complete yet but I went ahead and designed something anyway. Here he was definitely "scarier" and his scar was also placed differently. He had gills on his neck but as you will see I changed their location to under his arms later on. We were actually considering not giving him a tongue of his own so I wanted to make his mouth terrifyingly big and empty.
Here I tried giving him bigger eyes like a fish. This was when his playful and childlike personality had started shaping as you can see from the expressions. I definitely liked this direction better but it also wasn't perfect just yet so I went ahead and did a few more changes
I slowed down on trying to figure out his design a bit after that and instead focused on how his sprite would look. He is a merman after all, he can't just stand straight like a lot of the other visual novel characters. This stage was PAINFUL.
These were the first ones I sketched, we ended up deciding we liked the 3rd one the best.
I carried that 3rd one over to another canvas and started playing around with how we could place his tail, we started entertaining the idea of having him sit on a big rock
This is when his pose really shaped up. The animated Little Mermaid movie was actually a big inspiration, I sat and rewatched the entire movie and studied how they animated her tail
And after that I finally finalized his design. We decided to change the end of his tail to be more eel like for aesthetic purposes (normal tail shape looked weird with tongues)
And for anyone wondering this is what Maelyn looked like at first. Since the story wasn't complete yet I thought it'd take place in a more modern setting and designed her with that in mind but we decided to have the story take place in 1800s so I changed the design based on that. I did a lot of research on glasses and corsets to make the design as accurate as I could.
Yes glasses! We didn't use the sprites in the main story but Maelyn does wear glasses and looks very pretty in them if you ask me. You will be seeing more of it in the bonus episodes!
#asks#hold your tongues#Starling#Maelyn#yandere merman#merman#gamedev#game developers#game log#development log#indie game dev#indie game#indie vn#indie visual novel#yandere visual novel#yandere vn#indie yandere vn#vn#visual novel#indie yandere#artists on tumblr#digital art#male yandere#yandere#yandere monster#sketch#illustration#sprite#visual novel sprite#visual novel characters
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Mortholme Post-Mortem
The Dark Queen of Mortholme has been out for two weeks, and I've just been given an excellent excuse to write some more about its creation by a lenghty anonymous ask.
Under the cut, hindsight on the year spent making Mortholme and answers to questions about game dev, grouped under the following topics:
Time spent on development Programming Obstacles Godot Animation Pixel art Environment assets Writing Completion Release
Regarding time spent on development
Nope, I’ve got no idea anymore how long I spent on Mortholme. It took a year but during that time I worked on like two other games and whatever else. And although I started with the art, I worked on all parts simultaneously to avoid getting bored. This is what I can say:
Art took a ridiculous amount of time, but that was by choice (or compulsion, one might say). I get very excitable and particular about it. At most I was making about one or two Hero animations in a day (for a total of 8 + upgraded versions), but anything involving the Queen took multiple times longer. When I made the excecutive decision that her final form was going to have a bazillion tentacles I gave up on scheduling altogether.
Coding went quickly at the start when I was knocking out a feature after another, until it became the ultimate slow-burn hurdle at the end. Testing, bugfixing, and playing Jenga with increasingly unwieldy code kept oozing from one week to the next. For months, probably? My memory’s shot but I have a mark on my calendar on the 18th of August that says “Mortholme done”. Must’ve been some optimistic deadline before the ooze.
Writing happened in extremely productive week-long bursts followed by nothing but nitpicky editing while I focused on other stuff. Winner in the “changed most often” category, for sure.
Sound was straightforward, after finishing a new set of animations I spent a day or two to record and edit SFX for them. Music I originally scheduled two weeks for, but hubris and desire for more variants bumped it to like a month.
Regarding programming
The Hero AI is certainly the part that I spent most of my coding time on. The basic way the guaranteed dodging works is that all the Queen’s attacks send a signal to the Hero, who calculates a “danger zone” based on the type of attack and the Queen’s location. Then, if the Hero is able to dodge that particular attack (a probability based on how much it's been used & story progression), they run a function to dodge it.
Each attack has its own algorithm that produces the best safe target position to go to based on the Hero’s current position (and other necessary actions like jumping). Those algorithms needed a whole lot of testing to code counters for all the scenarios that might trip the Hero up.
The easiest or at least most fun parts for me to code are the extra bells and whistles that aren’t critical but add flair. Like in the Hero’s case, the little touches that make them seem more human: a reaction speed delay that increases over time, random motions and overcompensation that decrease as they gain focus, late-game Hero taking prioritising aggressive positiniong, a “wait for last second” function that lets the Hero calculate how long it’ll take them to move to safety and use the information to squeeze an extra attack in…
The hardest attack was the magic circle, as it introduced a problem in my code so far. The second flare can overlap with other attacks, meaning the Hero had to keep track of two danger zones at once. For a brief time I wanted to create a whole new system that would constantly update a map of all current danger zones—that would allow for any number of overlapping attacks, which would be really cool! Unfortunately it didn’t gel with my existing code, and I couldn’t figure out its multitudes of problems since, well…
Regarding obstacles
Thing is, I’m hot garbage as a programmer. My game dev’s all self-taught nonsense. So after a week of failing to get this cool system to work, I scrapped it and instead made a spaghetti code monstrosity that made magic circle run on a separate danger zone, and decided I’d make no more overlapping attacks. That’s easy; I just had to buffer the timing of the animation locks so that the Hero would always have time to move away. (I still wanted to keep the magic circle, since it’s fun for the player to try and trick the Hero with it.)
There’s my least pretty yet practical solo dev advice: if you get stuck because you can’t do something, you can certainly try to learn how to do it, but occasionally the only way to finish a project within a decade to work around those parts and let them be a bit crap.
I’m happy to use design trickery, writing and art to cover for my coding skills. Like, despite the anonymous asker’s description, the Hero’s dodging is actually far from perfect. I knew there was no way it was ever going to be, which is why I wrote special dialogue to account for a player finding an exploit that breaks the intended gameplay. (And indeed, when the game was launched, someone immediately found it!)
Regarding Godot
It’s lovely! I switched from Unity years ago and it’s so much simpler and more considerate of 2D games. The way its node system emphasises modularity has improved my coding a lot.
New users should be aware that a lot of tutorials and advice you find online may be for Godot 3. If something doesn’t work, search for what the Godot 4 equivalent is.
Regarding animation
I’m a professional animator, so my list of tips and techniques is a tad long… I’ll just give a few resource recommendations: read up on the classic 12 principles of animation (or the The Illusion of Life, if you’d like the whole book) and test each out for yourself. Not every animation needs all of these principles, but basically every time you’ll be looking at an animation and wondering how to make it better, the answer will be in paying attention to one or more of them.
Game animation is its own beast, and different genres have their own needs. I’d recommend studying animations that do what you’d like to do, frame by frame. If you’re unsure of how exactly to analyse animation for its techniques, youtube channel New Frame Plus shows an excellent example.
Oh, and film yourself some references! The Queen demanded so much pretend mace swinging that it broke my hoover.
Regarding pixel art
The pixel art style was picked for two reasons: 1. to evoke a retro game feel to emphasise the meta nature of the narrative, and 2. because it’s faster and more forgiving to animate in than any of my other options.
At the very start I was into the idea of doing a painterly style—Hollow Knight was my first soulslike—but quickly realised that I’d either have to spend hundreds of hours animating the characters, or design them in a simplistic way that I deemed too cutesy for this particular game. (Hollow Knight style, one day I’d love to emulate you…)
I don’t use a dedicated program, just Photoshop for everything like a chump. Pixel art doesn’t need anything fancy, although I’m sure specialist programs will keep it nice and simple.
Pixel art’s funny; its limitations make it dependent on symbolism, shortcuts and viewer interpretation. You could search for some tutorials on basic principles (like avoiding “jaggies” or the importance of contrast), but ultimately you’ll simply want to get a start in it to find your own confidence in it. I began dabbling years ago by asking for character requests on Tumblr and doodling them in pixels in whatever way I could think of.
Regarding environment assets
The Queen’s throne room consists of two main sprites—one background and one separate bit of the door for the Hero disappear behind—and then about fifty more for the lighting setup. There’s six different candle animations, there’s lines on the floor that need to go on top of character reflections, all the candle circles and lit objects are separated so that the candles can be extinguished asynchronously; and then there’s purple phase 2 versions of all of the above.
This is all rather dumb. There’s simpler ways in Godot to do 2D lighting with shaders and a built-in system (I use those too), but I wanted control over the exact colours so I just drew everything in Photoshop the way I wanted it. Still, it highlights how mostly you only need a single background asset and separated foreground objects; except if you need animated objects or stuff that needs to change while the game’s running, you’ll get a whole bunch more.
I wholeheartedly applaud having a go at making your own game art, even if you don’t have any art background! The potential for cohesion in all aspects of design—art, game, narrative, sound—is at the heart of why video games are such an exciting medium!
Regarding writing
Finding the voices of the Queen and the Hero was the quick part of the process. They figured that out they are almost as soon as writing started. I’d been mulling this game over in my mind for so long, I had already a specific idea in mind of what the two of them stood for, conceptually and thematically. When they started bantering, I felt like all I really had to do was to guide it along the storyline, and then polish.
What ended up taking so long was that there was too much for them to say for how short the game needed to be to not feel overstretched. Since I’d decided to go with two dialogue options on my linear story, it at least gave me twice the amount of dialogue that I got to write, but it wasn’t enough!
The first large-scale rewrite was me going over the first draft and squeezing in more interesting things for the Queen and the Hero to discuss, more branching paths and booleans. There was this whole thing where the player’s their dialogue choices over multiple conversations would lead them to about four alternate interpretations of why the Queen is the way she is. This was around the time I happened to finally play Disco Elysium, so of course I also decided to also add a ton of microreactivity (ie. small changes in dialogue that acknowledge earlier player choices) to cram in even more alternate dialogue. I spent ages tinkering with the exact nuances till I was real proud of it.
Right until the playtesters of this convoluted contraption found the story to be unclear and confusing. For some reason. So for my final rewrite, I picked out my favourite bits and cut everything else. With the extra branching gone, there was more room to improve the pacing so the core of the story could breathe. The microreactivity got to stay, at least!
A sample of old dialogue from the overcomplicated version:
Regarding completion
The question was “what kept me going to actually finish the game, since that is a point many games never even get to meet?” and it’s a great one because I forgot that’s a thing. Difficulties finishing projects, that is—I used to think it was hard, but not for many years. Maybe I’ve completed so many small-scale games already that it hardly seems that unreasonable of an expectation? (Game jams. You should do game jams.)
I honestly never had any doubt I was going to finish Mortholme. When I started in late autumn last year, I was honestly expecting the concept to be too clunky to properly function; but I wished to indulge in silliness and make it exist anyways. That vision would’ve been easy to finish, a month or two of low stakes messing around, no biggie. (Like a game jam!)
Those months ran out quickly as I had too much fun making the art to stop. It must’ve been around the time I made this recording that it occurred to me that even if the game was going to be clunky, it could still genuinely work on the back of good enough storytelling technique—not just writing, but also the animation and the Hero’s evolving behaviour during the gameplay segments which I’d been worried about. The reaction to my early blogging was also heartening. Other people could also imagine how this narrative could be interesting!
A few weeks after that I started planning out the narrative beats I wanted the dialogue to reach, and came to the conclusion that I really, really wanted it to work. Other people had to see this shit, I thought. There’s got to be freaks out there who’d love to experience this tragedy, and I’m eager to deliver.
That’s why I was fine with the project’s timeline stretching out. If attention to detail and artistry was going to make this weird little story actually come to life, then great, because that’s exactly the part of development I love doing most. Projects taking longer than expected can be frustrating, but accepting that as a common part of game dev is what allows confidence in eventual their completion regardless.
Regarding release
Dear anonymous’s questions didn’t involve post-release concerns, but it seems fitting to wrap up the post-mortem by talking about the two things about Mortholme's launch that were firsts for me, and thus I was unprepared for.
1. This was the first action game I've coded. Well, sort of—I consider Mortholme to be a story first and foremost, with gameplay so purposefully obnoxious it benefits from not being thought of as a “normal” game. Still, the action elements are there. For someone who usually sticks to making puzzle games since they’re easier to code, this was my most mechanically fragile game yet. So despite all my attempts at playtesting and failsafes, it had a whole bunch of bugs on release.
Game-breaking bugs, really obvious bugs, weird and confusing bugs. It took me over a week to fix all that was reported (and I’m only hoping they indeed are fully fixed). That feels slow; I should’ve expected it was going to break so I could’ve been faster to respond. Ah well, next time I know what I’ll be booking my post-release week for.
2. This was my first game that I let players give me money for. Sure, it’s pay-what-you-want, but for someone as allergic to business decisions as I am, it was a big step. I guess I was worried of being shown that nobody would consider my art worth financial compensation. Well, uh, that fear has gone out of the window now. I’m blown away by how kind and generous the players of Mortholme have been with their donations.
I can’t imagine it's likely to earn a living wage from pouring hundreds of hours into pay-what-you-want passion projects, but the support has me heartened to seek out a future where I could make these weird stories and a living both.
Those were the unexpected parts. The part I must admit I was expecting—but still infinitely grateful for—was that Mortholme did in fact reach them freaks who’d find it interesting. The responses, comments, analyses, fan works (there’s fic and art!! the dream!!), inspiration, and questions (like the ones prompting me to write this post-mortem) people have shared with me thanks to Mortholme… They’ve all truly been what I was hoping for back when I first gave myself emotions thinking about a mean megalomaniac and stubborn dipshit.
Thank you for reading, thank you for playing, and thank you for being around.
#so that got a bit verbose. you simply cannot give me this many salient questions and expect me otherwise tbh#the dark queen of mortholme#indie dev#game dev#dev log
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