#ask: game dev
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hey carrot!! i'm working on my own vn and i was curious how you built the story for yours? like did you have a storyboard or something??
I built it...... in my head!!! 😃 LOL
honestly tho I didn't have anything like that, I just had visuals of key scenes in my head and then when I sat down to write I'd attempt to connect those scenes. having said that I'm not saying that's a good way to do it lol. I think a storyboard or at least some kind of outline would be really helpful for planning out the story! particularly if it's longer or if you want to have a variety of story branches. you could do an outline for the story and then create small storyboard images to plan your CGs or scenes or however it is you want to set up your VN. that would help you plan out the work a lot better I would think
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Have you done any paper wasps yet?
I've made 8 paper wasps! :]

#bug asks#art#bugs#pixel art#artists on tumblr#insects#tumblr art#pixel graphics#art comms open#game dev#hymenoptera#paper wasp#wasp#bug blog#bug game#bugblr
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Hello hello! Out of curiosity, do you have an estimate of the number of drawings that make up STP?
You are such an inspiration, thank you for all the work you put into your incredible art! :)
I think there are about 5,000 assets in the game!
And a lot of that comes from every image in the game having several layers for the parallax effect, so the files are split up like this:
Which comes together into:
There are also talk variants of almost every sprite:
And of course the occasional:
That being said, it was still a lot of work lmao (PS they're all the saved at the aspect ratio of the game so they can be placed exactly where they're meant to be, this is part of how we're able to have sprites move around without getting overwhelmed!)
Another couple separated layers under the cut:
#slay the princess#game dev#game art design#visual novels#thanks for asking me questions so i know what to mention in the art book
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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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hihi!!! i absolutely adore isat and it inspired me to start making my own rpgmaker game, so i had a quick question for you! if you haven't talked about it before, how did you personally go about finding a publisher? im pretty early in my own development process but it just seems like a daunting thing to find one :o
i hope you have a wonderful day!!! :3
I'm so good at bideo game that they came to ME (sparkles) thanks start again a prologue for showing publishers I can do game good
Here's some advice for finding publishers tho (source: I have eyes, and I've taken classes about this):
-first, ask yourself: why do you need a publisher? Money, marketing, producing, all of the above? There are lots of options out there that aren't getting a publisher. You can just hire a producer (like my producer Dora Breckinridge <3)
-have a pitch ready!!!! you can find examples of pitches online, but I highly recommend looking at the Bear & Breakfast one for example. At the very least you should have concept art, if not mockups of what the game could look like, if not actual screenshots
-making a good pitch is art. Highly recommend having someone look it over. Rami Ismail has consultations available just for that purpose and he knows his stuff (all the advice I have comes from him! I took a great class of his a couple months ago)
-once you have a pitch ready, email it to literally every publisher out there. yes I know you're making an rpg and this publisher is only looking for platformers, but send it to them anyway. They will not blacklist you for this lol, worst case scenario is that they won't look at it.
-if you get zero answers, redo your pitch. If you get a couple, that's the ticket. Look at their offers and take the best one. Only say no to the others once you got that shit signed. If you get a BUNCH of answers, it means your idea rules and you could probably self publish it and don't need a publisher. But take one anyway if you want (especially for your first game!)
-having a vertical slice is always good for pitching, but not always needed? (AKA a slice of your game that shows off the story, gameplay, etc... aka shows you know how to do this)
-once you get a publisher contract, ASK A VIDEO GAME LAWYWR TO LOOK IT OVER. NOT JUST A LAWYER. A VIDEO GAME LAWYER. ITS YOUR BABY!!! FUCKING DO IT
-you should probably add a clause about if the publisher goes down. Reminder also that the video game industry is in shambles right now. Manage your expectations
-you can also self publish. It is a thing you can do. Patreon is here. Kickstarter is here. You have options!!! If you can't get a publisher it's not the end of the world!!!!!!
-I'm just a humble dev and those are my own humble thoughts as someone who got very lucky with their publisher. Armor Games was very good to me during the dev of isat!
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I’m super curious about Atom!!!! Firstly, they’re so cute :(((( I would be so nice to them right off the bat. I could match that energy (maybe not the…liquefying people part, but I can Definitely meet the upbeat “get to know you” energy!!!!)
But I’m also curious about their little “worm transform-y” ability. There are a TON of implications to what they said about it, and I’m very interested to know which of those implications are true
So maybe I’m taking Atom too literally, but I’m pretty sure at one point they said “I can make your air.” Which, they WOULD need to make MC air, if they were to keep you in space forever. Air is limited.
But you can’t breathe in worms. So that means Atom’s worm (body?) transformation legitimately BECOMES whatever they will it to. Not just imitates. That dog food wasn’t worms, it was dog food. And the air isn’t worms, it’s air!!
And then that stretches into other questions. Could Atom take any form they wish? What would happen if they transformed all their worms? Can they feel when their worms (body??) are being transformed?
You don’t have to answer that slew of questions at the end lmao—maybe I’m reading too much into it. But!! I LOVE Atom and all the implications that their existence holds. I had a lot of fun playing the game :DD
Aaa I'm really glad you like Atom as much as you do!! I don't know if it's just new blorbo energy but I get excited to talk about them, especially in detail like this haha! I'll try to explain below the cut about their ability to create things (tw// it's long!!) but to keep it short, you're actually correct!
TLDR: Atom reconstructs their worms into different forms of matter (whether solid/liquid/gas) to produce whatever you need to survive. Because, uh,,, science. <3
Here's the lengthy explanation of what Atom can do. I'm not smart enough to explain it but I'm stealing this from another website:
Transmutation or nuclear transmutation is a process that involves a change in the nucleus of an atom. When the number of protons in the nucleus of an atom changes, the identity of that atom changes as it is turned into another element or isotope.[1] This transmutation process can be either natural or artificial.
Simplifying it further for my character, when Atom talks about being better than a planet, they kinda are! They can make anything as long as they know what it is (I've yet to come up with 'how' they discover new elements,,, it's implied in-game but I wanna flesh it out more; ask me again later keheh), and the worms that make them up is an unlimited resource/material for those exact transmutations. And if something turns into waste, like the rejected dog food, they just crunch them up to be re-used all over again.
Remember what they said about being your 'angel'? Not to be too on the nose but in a way they turned the Bidadari into your own personal terrarium, with it being the ecosystem keeping you alive in space. Which, in my personal opinion, makes the ending much more terrifying.
Here's a lightning round to answer your questions because I don't know when I'll get these kinds of questions again!!
Could Atom take any form they wish?
Nope! They're still just worms! When they 'make' something it's no longer a part of them.
2. What would happen if they transformed all their worms?
Highly unlikely to happen, but let's say for experimentation's sake Atom is forced to use up all their worms and the end result is separated from it so they can't absorb it back into themselves like the dog food. It has to leave one single organism behind, but it can't really do anything. That single organism eventually will multiply all the way back to its former (mass wriggling) glory.
3. Can they feel when their worms (body??) are being transformed?
Nope! They don't really feel anything, at the most they feel pressure and temperature changes but that's it.
THANK YOU FOR COMING TO MY TEDTALK HAVE A NICE DAY! HERE'S YOUR REWARD <3
#astronought vn#atom ask#jar of fireflies#there's probably gonna be some flaws with my explanation but with a new character retcons are inevitable oop#i hope i explained this right#i feel so scatterbrained lately aaa#too many games.... is this why devs split their games into individual blogs#thatd be a nightmare for me though id have to jump across thREE if i do it that way#oh well this is my burden to bear!!! im being so brave about it!!! /lh
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gluttony gods ronin vs killer chat ronin
because people have been asking! hope this clears some things up :)
#killer chat#visual novel#killer chat asks#game dev#indie game#gluttony gods#ronin beaufort#ronin killer chat
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OK, fair warning to the few people I actually managed to convince to try the game??
Rain world does NOT play like hollow knight, and you'll get your butt kicked if you approach it like that.
It's really hard. Like, really hard. Instead of the game literally giving you abilities in the form of power-ups and damage buffs, the only abilities you gain is from what you learn and your own ingenuity. You're a rat from beginning to end. If you just beef your way through it, it's gonna suck and you're gonna be confused and frustrated all the time. But if you pay attention, take it slow, and learn how the ai works and how everything interacts with each other, you can consistently get through and dominate situations you thought were impossible to do so when you first began. Now get out there, kill some lizards, and bully some old computers!
#blabbing.txt#rainworld#rain world#art#rivulet#hunter#spoilers#not really lol#Other notes that I left out because I wanted it short and sweet:#There is movement tech out the ears in this game. And it's all there from the very beginning. Literally nothing has to be unlocked#If you learn how to do rolls and slides and boosts the game gets so fast and fun#And learning this stuff takes real work! The timing is REALLY tight on some of those moves#Battling enemies is it's whole separate skillset too. Like there are so many things you can do#So many ways to murder ✨✨✨✨#Some of the best moments are times where you pull a 360 noscope on a cyan and send it tumbling through the air into the void#And doing your first slide-throw into a lizards underbelly#So risky but so rewarding#AND THIS IS ALL JUST THE BASE GAME!#The dlc is literally a mod that got so big the devs saw it and helped fund it#It adds so much to the game. Literally the mod devs asked themselves what crazy thing a slugcat could do#Coded it#And was like uhhh how does this fit into the lore#So that's how we got boomcat and Jesus Cat#I literally talked to one of the devs by chance (they're pretty active. You can just ask them stuff) and they admitted as such#It's great! gameplay first at its peak!#Anyways give the game a shot. If you want to Get Gud at a game rainworld is for you. It's a game entirely about skill#Not to mention... 400+ hours in and I'm still not done with the game#Prepare for the long haul
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*sigh* thoughts on Nintendo's botw/totk timeline shenanigans and tomfoolery?
tbh. my maybe-unpopular opinion is that the timeline is only important when a game's place on the timeline seriously informs the way their narrative progresses. the problem is that before botw we almost NEVER got games where it didn't matter. it matters for skyward sword because it's the beginning, and it matters for tp/ww/alttp (and their respective sequels) because the choices the hero of time makes explicitly inform the narrative of those games in one way or another. it matters which timeline we're in for those games because these cycles we're seeing are close enough to oot's cycle that they're still feeling the effects of his choices. botw, however, takes place at minimum 10 thousand years after oot, so its place on the timeline actually functionally means nothing. botw is completely divorced from the hero of time & his story, so what he does is a nonissue in the context of botw link and zelda's story. thus, which timeline botw happens in is a nonissue. honestly I kind of liked the idea that it happened in all of them. i think there's a cool idea of inevitability that can be played with there. but the point is that the timeline exists to enhance and fill in the lore of games that need it, and botw/totk don't really need it because the devs finally realized they could make a game without the hero of time in it.
#i really do have a love-hate relationship with this timeline#because it's FASCINATING lore. genuinely. and i think it carries over the themes of certain games REALLY well#but i also think it's indicative of a trend in loz's writing that has REALLY annoyed me for a long time#which is this intense need to cling to oot#and on a certain level i get it. that was your most successful game probably ever. and it was an AMAZING game.#and i think there's definitely some corporate profit maximization tied up in this too--oot was an insane commercial success therefore you'r#not allowed to make new games we need you to just remake oot forever and ever#and that really annoys me because it makes certain games feel disjointed at best and barely-coherent at worst.#i think the best zelda games on the market are the ones where the devs were allowed to really push what they were working with#oot. majora. botw. hell i'd even put minish cap in there#these are games that don't quite follow what was the standard zelda gameplay at their time of release. they were experimental in some way#whether that be with graphics or puzzle mechanics or open-world or the gameplay premise in its entirety. there's something NEW there#and because the devs of those games were given that level of freedom the gameplay really enforces the narrative. everything feels complete#and designed to work together. as opposed to gameplay that feels disjointed or fights against story beats. you know??#so I think that the willingness to allow botw and totk to exist independently from the timeline is good at the very least from a developmen#standpoint because it implies a willingness to. stop making shitty oot remakes and let developers do something interesting.#and yes i do very much fear that the next 20 years of zelda will be shitty BOTW remakes now#in which botw link appears and undergoes the most insane character assassination youve ever seen in your life#but im trying to be optimistic here. if botw/totk can exist outside the timeline then we may no longer be stuck in the remake death loop#and i'm taking eow as a good sign (so far) that we're out of the death loop!! because that game looks NOTHING like botw or oot.#fingers crossed!!#anyway sorry for the game dev rant but tldr timeline good except when it's bad#asks#zelda analysis
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t4t misery
#i think theres more wips im forgetting but have this for now#i dont know why i made the canvas for the 1st one so tiny either dont ask me#touchstarved game#touchstarved vn#touchstarved#touchstarved mc#mhin touchstarved#my art#2024#sketches#ocs#noa#im shocked every time im reminded this game is a gothic horror as if i didnt already know that#when the devs said in the september update that the rest of characters who's routes u don't pick are fucked i was genuinely like WHAT#they already said that before in a q&a video 😭 and made it otherwise painfully obvious#also in that same video they were talking abt how they find it so funny that we latch onto these characters#and call them (and i quote) our meow meows without knowing Everything That They've Done yet#which will NOT stop me!! i support mhin's rights AND wrongs!!!#yeah they did all that ur honour and they looked good doing it!!!!
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hi this is the aspiring game dev who sent that other ask. Yes I am hoping to create a visual novel in the future :3 any advice on where to start with that?
i see i see
well what i wrote in the other ask still is extremely relevant, so i would so that's still my top advice in general
but as for specifically VN stuff i would say:
Don't try to do a ton of complicated coding work right off the bat; start off very simply just trying for instance to do a scene that you've written with perhaps some placeholder assets just to get started, then expand from there; you can slowly add more complicated code and polish as you get more familiar with the engine you're using (i use ren'py for instance, which is very easy to jump into, and you can use the tutorial game to start out learning some basics and go from there!); this is why for instance my later arcs of OW and my later games in general are all a bit more polished coding and scripting-wise, because when i was just getting started, everything was brand-new, so i was just trying to keep things simple to keep moving, which is a good thing actually, because as a beginner it's so easy to get stuck in the mud and overwhelmed and it's so easy to lose motivation if you hit a lot of snags this early on; also for instance i don't even touch things like GUI until i've got at least part of the game itself coded, etc
Write a good chunk of your script first before diving in so you have a lot to work with once you start working in the engine.
Think about music like you're scoring a movie rather than like you're picking songs for a game. What I like to do is go out and just start listening to lots of music from the music sites I've used while thinking about the story and potential scenes. I download a bunch and just live with it for a while. Sometimes I'll listen to a song and know right away a scene it's perfect for, or it'll inspire something for a scene. Other times I really like a song but am not sure what to use it for yet so I'll just live with it for a while and see if eventually my head pairs it up with a scene. Other times I already have a scene and am looking for a song specifically for it. I feel like listening to and paying more attention to scores in movies and TV will also help you get a bit more of an ear for how to work with music in VNs.
Playtest a lot!! Again and again! You can insta-reload in Ren'Py with your new saved changes. I do this constantly when working to test out how my scenes look and feel. Even more so when working with more complicated animations as I need to ensure my numbers are correct and everything looks right lol.
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I'm curious, was Dead Plate inspired in any way by Hannibal (2013)??? :3
Surprisingly not at all! Both me and my co-dev (@ekrixart) haven't seen the show- the game was mostly inspired by The Menu (2022) and two korean media we liked which were Burning (2018) and the webtoon Strangers From Hell :]
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Do you have any tips on starting a VN is really wanna make one but have no idea how to actually start I have a few ideas but the writing and planning out is what overwhelms me and starting things is always a struggle how did start the process on your VN?
Well I'm no pro by any means so take everything I say with a grain of salt. I'm sure everyone has a style they find more productive but I'll talk about how I personally go about it as an artist who prefers drawing over writing (I'll be using the stuff I made for a now scrapped vn idea)
I usually like to draw a simple storyboard to get a gist of exactly where I'm planning to start and the story I have in my head. It's a very simple and quick step and don't be afraid to make some changes on the first version you drew.
For example here I have the start of the story and the 3 endings with the main diversion of the story line.
Then once I'm done with that I make a more detailed and longer storyboard of the actual game. I decide exactly where the options appear and where they lead to. This one is important, I usually go back to check what I decided on quite often, don't think "oh I can remember this no problem", you probably won't. Write down notes.
Once that's done I basically dive into writing the actual script, while following the story line I had decided on beforehand.
Visual novels are quite easy to code but they are very dialogue heavy, and dialogue writing is very different from writing normally. You can't just go "he said she said", you need them to come directly from the character. Don't be afraid to spend as much time here as you need.
As I said I'm not a pro, for example Sel is a writer and not an artist and I know she just immediately starts with the script after some planning, writes an overall script and adds in more details every time she goes over them.
There are no strict rules to making vns, there isn't a schedule you're forced to follow. See what feels easier to start with and go from there
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I forgot if I asked this last time your inbox was open (though even if I did, you never answered it) but how long did you have the ideas for ISAT in your head before you started the development process? I've had this idea for a game for 12 years and haven't coded a single line. I'm writing the story first. Is that a bad idea? I know it's not a race, but I feel like I'm behind my fellow mid-20s creatives. I also can't draw for shit, nor can I afford to commission a thousand or so art pieces. Do you have any advice (other than replaying your game, which I plan to do anyway) for an aspiring indie dev who has felt like giving up but hasn't actually done it?
writing the story first is never a bad idea. however i think you should start actually making the game where you know stuff like "so im gonna have this boy and he's gonna become a jedi to fight the emperor and then the emperor is gonna be his DAD and then he saves the galaxy", even if you don't know what happens in between those cool things. aka when you know your beginning and end.
the reason you should start actually making the game then is because while making the game, you will realize the strengths and weaknesses of the software you're using. which means you'll realize you cant make this cool moment with a thousand enemies. but you CAN add little scenes every time the player uses a specific item. and knowing the intricacies of the software will make your game cooler
tldr: just start da gaem already!!!!! u can do eet!!!!!!!!!!!!!!!!!!!!
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More !!! Im really fond of the two stitched looking things on the right. I want to design more of them. I’m feeling super inspired by Kanotynes …..
#ocs#as soon as i stumbled upon her art i was Hooked . before i even knew she designed for UT#deltarune i mean oops#i was just scrolling on toby fox’s tumblr account and saw her art. scratched some part of my brain i didnt even know needed to be scratched#finding out she designed lancer & others was an added bonus#so much charm to her designs!!!#im talking with her on twitter … trying to learn her secrets….#i hope one day if i keep it up some up and coming indie game dev will approach me for designs too… a guy can dream!!#maybe said up and coming game dev is in the room with us…. in that case. (slicks my eyebrows and does a miles morales voice) hey.#i wish i was born earlier. the cool indie game rush that happened around the UT peak seems to have fizzled out somewhat 😢#i’m gonna draw a shitton of homestuck art till someone asks me to draw panels for hs^2 . Gnashes my teeth#SOMEONE out there. i’m itching to do SOMETHING
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Wangxian goes to horse jail for their crimes against equines.
#poorly drawn mdzs#mdzs#wei wuxian#lan wangij#game dev diary#Going forwards you'll see me talk about game dev stuff with 'we' and that is because this is a collaboration!!!#I am doing the art and my friend who has coding experience is in charge of the technical stuff.#We're testing out the basics of the program and figuring out the limitations before getting into the meat of our own project.#This is the part where I soft-announce that I'm working on a game. We're still early into development but it's coming along B*)#Originally the playable character was the horse and the NPC you talk to was WWX but I asked to switch it up for this gif.#We will be changing the window skin for dialogue portraits so no handmade art there yet.#My friend added the official art as a placeholder and it made me laugh very hard.#The thrill of seeing the little guys I spent hours drawing walk around is unparalleled!!! They are alive!!! Moving!!!
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